- 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
This commit is contained in:
2009-06-01 15:38:23 +00:00
parent 48210becd9
commit 715aab7a3c
18 changed files with 838 additions and 464 deletions

View File

@@ -365,6 +365,7 @@
9122832D0FCF6C7200B21642 /* busywork.exs */ = {isa = PBXFileReference; lastKnownFileType = file; path = busywork.exs; sourceTree = "<group>"; };
912283C70FD0E16B00B21642 /* undo.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = undo.h; path = tools/undo.h; sourceTree = "<group>"; };
912283C80FD0E16C00B21642 /* undo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = undo.cpp; path = tools/undo.cpp; sourceTree = "<group>"; };
912287850FD41A2300B21642 /* simpletypes.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = simpletypes.h; path = classes/simpletypes.h; sourceTree = "<group>"; };
912793480F9C0FE6007B0D52 /* ViewDlog.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = ViewDlog.app; sourceTree = BUILT_PRODUCTS_DIR; };
912798AE0F9CA636007B0D52 /* dlgbtns.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = dlgbtns.cpp; path = tools/dlgbtns.cpp; sourceTree = "<group>"; };
91279BAD0F9CFCBA007B0D52 /* boescenario.icns */ = {isa = PBXFileReference; lastKnownFileType = image.icns; path = boescenario.icns; sourceTree = "<group>"; };
@@ -671,6 +672,7 @@
91AC60A60FA26C1B00EEAE67 /* tmpltown.h */,
91AC61C40FA2729900EEAE67 /* universe.h */,
91AC62090FA2853700EEAE67 /* creatlist.h */,
912287850FD41A2300B21642 /* simpletypes.h */,
);
name = headers;
sourceTree = "<group>";

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@@ -713,9 +713,6 @@ cMonster return_monster_template(m_num_t store) {
monst.default_attitude = 0;
monst.summon_type = 0;
monst.default_facial_pic = 0;
monst.res1 = 0;
monst.res2 = 0;
monst.res3 = 0;
monst.immunities = 0;
if (m_magic_r[m_num] == 1)

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@@ -86,18 +86,6 @@ enum eGameMode {
MODE_RESTING = 50,
};
///* adven[i].main_status */ //complete
//#define MAIN_STATUS_ABSENT 0 // absent, empty slot
//#define MAIN_STATUS_ALIVE 1
//#define MAIN_STATUS_DEAD 2
//#define MAIN_STATUS_DUST 3
//#define MAIN_STATUS_STONE 4
//#define MAIN_STATUS_FLED 5
//#define MAIN_STATUS_SURFACE 6 // fled to surface?
//#define MAIN_STATUS_WON 7
///* main status modifiers */
//#define MAIN_STATUS_SPLIT 10 // split from party
// Directions!
enum eDirection {
DIR_N = 0,
@@ -119,49 +107,6 @@ inline eDirection& operator++ (eDirection& me,int){
else return me = (eDirection) (1 + (int) me);
}
/* damage type*/
/* used as parameter to some functions */
enum eDamageType {
DAMAGE_WEAPON = 0,
DAMAGE_FIRE = 1,
DAMAGE_POISON = 2,
DAMAGE_MAGIC = 3,
DAMAGE_UNBLOCKABLE = 4, //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp)
DAMAGE_COLD = 5,
DAMAGE_UNDEAD = 6, //from the source files - the display is the same as the weapon one
DAMAGE_DEMON = 7, //from the source files - the display is the same as the weapon one
// 8 and 9 aren't defined : doesn't print any damage. According to the source files the 9 is DAMAGE_MARKED though. Wrong ?
DAMAGE_MARKED = 10, // usage: DAMAGE_MARKED + damage_type
DAMAGE_WEAPON_MARKED = 10,
DAMAGE_FIRE_MARKED = 11,
DAMAGE_POISON_MARKED = 12,
DAMAGE_MAGIC_MARKED = 13,
DAMAGE_UNBLOCKABLE_MARKED = 14,
DAMAGE_COLD_MARKED = 15,
DAMAGE_UNDEAD_MARKED = 16,
DAMAGE_DEMON_MARKED = 17,
DAMAGE_NO_PRINT = 30, // usage: DAMAGE_NO_PRINT + damage_type
DAMAGE_WEAPON_NO_PRINT = 30,
DAMAGE_FIRE_NO_PRINT = 31,
DAMAGE_POISON_NO_PRINT = 32,
DAMAGE_MAGIC_NO_PRINT = 33,
DAMAGE_UNBLOCKABLE_NO_PRINT = 34,
DAMAGE_COLD_NO_PRINT = 35,
DAMAGE_UNDEAD_NO_PRINT = 36,
DAMAGE_DEMON_NO_PRINT = 37,
// What about both NO_PRINT and MARKED?
};
inline void operator -= (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED && cur >= DAMAGE_MARKED && cur < DAMAGE_NO_PRINT) ||
(othr == DAMAGE_NO_PRINT && cur >= DAMAGE_NO_PRINT))
cur = (eDamageType) ((int)cur - (int)othr);
}
inline void operator += (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED || othr == DAMAGE_NO_PRINT) && cur < DAMAGE_MARKED)
cur = (eDamageType) ((int)cur + (int)othr);
}
//inline eDamageType operator + (eDamageType lhs, eDamageType rhs){
// if(lhs == DAMAGE_MARKED || lhs == DAMAGE_NO_PRINT){
// if(rhs != DAMAGE_MARKED && rhs != DAMAGE_NO_PRINT)

View File

@@ -141,6 +141,7 @@ GWorldPtr party_template_gworld;
GWorldPtr items_gworld;
GWorldPtr tiny_obj_gworld;
GWorldPtr fields_gworld;
GWorldPtr boom_gworld;
GWorldPtr roads_gworld;
GWorldPtr map_gworld;
GWorldPtr tiny_map_graphics;
@@ -835,6 +836,7 @@ void Set_up_win ()
tiny_obj_gworld = load_pict(900);
fields_gworld = load_pict(821);
roads_gworld = load_pict(822);
boom_gworld = load_pict(823);
missiles_gworld = load_pict(880);
dlogpics_gworld = load_pict(850);
@@ -2583,7 +2585,7 @@ void boom_space(location where,short mode,short type,short damage,short sound)
else OffsetRect(&dest_rect,store_anim_ul.h,store_anim_ul.v);
OffsetRect(&source_rect,-1 * store_rect.left + 28 * type,-1 * store_rect.top);
rect_draw_some_item(fields_gworld,source_rect,terrain_screen_gworld,dest_rect,1,1);
rect_draw_some_item(boom_gworld,source_rect,terrain_screen_gworld,dest_rect,1,1);
if ((cartoon_happening == false) && (dest_rect.right - dest_rect.left >= 28)
&& (dest_rect.bottom - dest_rect.top >= 36)) {

View File

@@ -50,7 +50,7 @@ extern WindowPtr mainPtr;
extern short dungeon_font_num,geneva_font_num,town_type,which_combat_type;
extern eGameMode overall_mode;
extern bool play_sounds,boom_anim_active,cartoon_happening,in_startup_mode;
extern GWorldPtr fields_gworld,mixed_gworld,dlg_buttons_gworld[NUM_BUTTONS][2],terrain_screen_gworld,missiles_gworld;
extern GWorldPtr fields_gworld,boom_gworld,mixed_gworld,dlg_buttons_gworld[NUM_BUTTONS][2],terrain_screen_gworld,missiles_gworld;
//extern party_record_type party;
extern Rect sbar_rect,item_sbar_rect,shop_sbar_rect;
extern ControlHandle text_sbar,item_sbar,shop_sbar;
@@ -703,8 +703,8 @@ void do_explosion_anim(short sound_num,short special_draw)
if (store_booms[i].boom_type >= 0) {
if ((t + store_booms[i].offset >= 0) && (t + store_booms[i].offset <= 7)) {
from_rect = base_rect;
OffsetRect(&from_rect,28 * (t + store_booms[i].offset),144 + 36 * (store_booms[i].boom_type));
rect_draw_some_item(fields_gworld,from_rect,
OffsetRect(&from_rect,28 * (t + store_booms[i].offset),36 * (1 + store_booms[i].boom_type));
rect_draw_some_item(boom_gworld,from_rect,
temp_gworld,explode_place_rect[i],1,0);
if (store_booms[i].val_to_place > 0) {

View File

@@ -2640,7 +2640,7 @@ void townmode_spec(short which_mode,cSpecial cur_node,short cur_spec_type,
set_terrain(l,scenario.ter_types[ter].flag1.u);
*redraw = 1;
break;
case 179:
case 179: // TODO: Add a "random offset" mode
if (which_mode == 7)
break;
run_a_boom(l,spec.ex2a,0,0);

View File

@@ -8,15 +8,7 @@
*
*/
typedef unsigned short str_num_t;
//class sbyte {
// signed char c;
//public:
// operator int() {return c;}
// sbyte(signed char k) : c(k) {}
//}
#include "simpletypes.h"
#include "location.h"
#include "terrain.h"
#include "vehicle.h"

View File

@@ -15,180 +15,6 @@
namespace legacy { struct item_record_type; };
/* items[i].type a.k.a type of weapon */
enum eWeapType {
ITEM_NOT_MELEE = 0,
ITEM_EDGED = 1,
ITEM_BASHING = 2,
ITEM_POLE = 3,
};
/* items[i].variety a.k.a item type (in editor) */
enum eItemType {
ITEM_TYPE_NO_ITEM = 0,
ITEM_TYPE_ONE_HANDED = 1,
ITEM_TYPE_TWO_HANDED = 2,
ITEM_TYPE_GOLD = 3,
ITEM_TYPE_BOW = 4,
ITEM_TYPE_ARROW = 5,
ITEM_TYPE_THROWN_MISSILE = 6,
ITEM_TYPE_POTION = 7, // potion/magic item
ITEM_TYPE_SCROLL = 8, // scroll/magic item
ITEM_TYPE_WAND = 9,
ITEM_TYPE_TOOL = 10,
ITEM_TYPE_FOOD = 11,
ITEM_TYPE_SHIELD = 12,
ITEM_TYPE_ARMOR = 13,
ITEM_TYPE_HELM = 14,
ITEM_TYPE_GLOVES = 15,
ITEM_TYPE_SHIELD_2 = 16,
// don't know why a second type of shield is used ; it is actually checked
// in the armor code (item >= 12 and <= 17)
// and you can't equip another (12) shield while wearing it ... I didn't
// find a single item with this property in the bladbase.exs ...
ITEM_TYPE_BOOTS = 17,
ITEM_TYPE_RING = 18,
ITEM_TYPE_NECKLACE = 19,
ITEM_TYPE_WEAPON_POISON = 20,
ITEM_TYPE_NON_USE_OBJECT = 21,
ITEM_TYPE_PANTS = 22,
ITEM_TYPE_CROSSBOW = 23,
ITEM_TYPE_BOLTS = 24,
ITEM_TYPE_MISSILE_NO_AMMO = 25, //e.g slings
ITEM_TYPE_UNUSED1 = 26, // these are here solely because they are options in the editor
ITEM_TYPE_UNUSED2 = 27,
};
/* items[i].ability */
enum eItemAbil {
// Weapon abilities
ITEM_NO_ABILITY = 0,
ITEM_FLAMING_WEAPON = 1,
ITEM_DEMON_SLAYER = 2,
ITEM_UNDEAD_SLAYER = 3,
ITEM_LIZARD_SLAYER = 4,
ITEM_GIANT_SLAYER = 5,
ITEM_MAGE_SLAYER = 6,
ITEM_PRIEST_SLAYER = 7,
ITEM_BUG_SLAYER = 8,
ITEM_ACIDIC_WEAPON = 9,
ITEM_SOULSUCKER = 10,
ITEM_DRAIN_MISSILES = 11,
ITEM_WEAK_WEAPON = 12,
ITEM_CAUSES_FEAR = 13,
ITEM_POISONED_WEAPON = 14,
// General abilities
ITEM_PROTECTION = 30,
ITEM_FULL_PROTECTION = 31,
ITEM_FIRE_PROTECTION = 32,
ITEM_COLD_PROTECTION = 33,
ITEM_POISON_PROTECTION = 34,
ITEM_MAGIC_PROTECTION = 35,
ITEM_ACID_PROTECTION = 36,
ITEM_SKILL = 37,
ITEM_STRENGTH = 38,
ITEM_DEXTERITY = 39,
ITEM_INTELLIGENCE = 40,
ITEM_ACCURACY = 41,
ITEM_THIEVING = 42,
ITEM_GIANT_STRENGTH = 43,
ITEM_LIGHTER_OBJECT = 44,
ITEM_HEAVIER_OBJECT = 45,
ITEM_OCCASIONAL_BLESS = 46,
ITEM_OCCASIONAL_HASTE = 47,
ITEM_LIFE_SAVING = 48,
ITEM_PROTECT_FROM_PETRIFY = 49,
ITEM_REGENERATE = 50,
ITEM_POISON_AUGMENT = 51,
ITEM_DISEASE_PARTY = 52,
ITEM_WILL = 53,
ITEM_FREE_ACTION = 54,
ITEM_SPEED = 55,
ITEM_SLOW_WEARER = 56,
ITEM_PROTECT_FROM_UNDEAD = 57,
ITEM_PROTECT_FROM_DEMONS = 58,
ITEM_PROTECT_FROM_HUMANOIDS = 59,
ITEM_PROTECT_FROM_REPTILES = 60,
ITEM_PROTECT_FROM_GIANTS = 61,
ITEM_PROTECT_FROM_DISEASE = 62,
// Nonspell Usable
ITEM_POISON_WEAPON = 70, //put poison on weapon
ITEM_BLESS_CURSE = 71,
ITEM_AFFECT_POISON = 72,
ITEM_HASTE_SLOW = 73,
ITEM_AFFECT_INVULN = 74,
ITEM_AFFECT_MAGIC_RES = 75,
ITEM_AFFECT_WEB = 76,
ITEM_AFFECT_DISEASE = 77,
ITEM_AFFECT_SANCTUARY = 78,
ITEM_AFFECT_DUMBFOUND = 79,
ITEM_AFFECT_MARTYRS_SHIELD = 80,
ITEM_AFFECT_SLEEP = 81,
ITEM_AFFECT_PARALYSIS = 82,
ITEM_AFFECT_ACID = 83,
ITEM_BLISS = 84,
ITEM_AFFECT_EXPERIENCE = 85,
ITEM_AFFECT_SKILL_POINTS = 86,
ITEM_AFFECT_HEALTH = 87,
ITEM_AFFECT_SPELL_POINTS = 88,
ITEM_DOOM = 89,
ITEM_LIGHT = 90,
ITEM_STEALTH = 91,
ITEM_FIREWALK = 92,
ITEM_FLYING = 93,
ITEM_MAJOR_HEALING = 94,
// Spell Usable
ITEM_SPELL_FLAME = 110,
ITEM_SPELL_FIREBALL = 111,
ITEM_SPELL_FIRESTORM = 112,
ITEM_SPELL_KILL = 113,
ITEM_SPELL_ICE_BOLT = 114,
ITEM_SPELL_SLOW = 115,
ITEM_SPELL_SHOCKWAVE = 116,
ITEM_SPELL_DISPEL_UNDEAD = 117,
ITEM_SPELL_DISPEL_SPIRIT = 118,
ITEM_SPELL_SUMMONING = 119,
ITEM_SPELL_MASS_SUMMONING = 120,
ITEM_SPELL_ACID_SPRAY = 121,
ITEM_SPELL_STINKING_CLOUD = 122,
ITEM_SPELL_SLEEP_FIELD = 123,
ITEM_SPELL_VENOM = 124,
ITEM_SPELL_SHOCKSTORM = 125,
ITEM_SPELL_PARALYSIS = 126,
ITEM_SPELL_WEB_SPELL = 127,
ITEM_SPELL_STRENGTHEN_TARGET = 128, //wand of carrunos effect
ITEM_SPELL_QUICKFIRE = 129,
ITEM_SPELL_MASS_CHARM = 130,
ITEM_SPELL_MAGIC_MAP = 131,
ITEM_SPELL_DISPEL_BARRIER = 132,
ITEM_SPELL_MAKE_ICE_WALL = 133,
ITEM_SPELL_CHARM_SPELL = 134,
ITEM_SPELL_ANTIMAGIC_CLOUD = 135,
// Reagents
ITEM_HOLLY = 150, // Holly/Toadstool
ITEM_COMFREY_ROOT = 151,
ITEM_GLOWING_NETTLE = 152,
ITEM_WORMGRASS = 153, // Crypt Shroom/Wormgr.
ITEM_ASPTONGUE_MOLD = 154,
ITEM_EMBER_FLOWERS = 155,
ITEM_GRAYMOLD = 156,
ITEM_MANDRAKE = 157,
ITEM_SAPPHIRE = 158,
ITEM_SMOKY_CRYSTAL = 159,
ITEM_RESSURECTION_BALM = 160,
ITEM_LOCKPICKS = 161,
// Missile Abilities
ITEM_MISSILE_RETURNING = 170,
ITEM_MISSILE_LIGHTNING = 171,
ITEM_MISSILE_EXPLODING = 172,
ITEM_MISSILE_ACID = 173,
ITEM_MISSILE_SLAY_UNDEAD = 174,
ITEM_MISSILE_SLAY_DEMON = 175,
ITEM_MISSILE_HEAL_TARGET = 176,
};
typedef signed short item_num_t;
class cItemRec {
public:
eItemType variety;

View File

@@ -53,9 +53,6 @@ cMonster& cMonster::operator = (legacy::monster_record_type& old){
default_attitude = old.default_attitude;
summon_type = old.summon_type;
default_facial_pic = old.default_facial_pic;
res1 = old.res1;
res2 = old.res2;
res3 = old.res3;
picture_num = old.picture_num;
if(picture_num == 122) picture_num = 119;
return *this;
@@ -197,3 +194,287 @@ cCreature& cCreature::operator = (const cCreature& other){ // replaces return_mo
target = 6; // No target
return *this;
}
cMonster::cAbility::operator std::string(){
std::ostringstream sout;
short i = 0;
switch(abil){
case MONST_THROWS_DARTS:
sout << "Throws darts (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_SHOOTS_ARROWS:
sout << "Shoots arrows (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_THROWS_SPEARS:
sout << "Throws spears (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_THROWS_ROCKS:
sout << "Throws rocks (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_THROWS_RAZORDISKS:
sout << "Throws razordisks (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_GOOD_ARCHER:
sout << "Good archer (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_SHOOTS_SPINES:
sout << "Shoots spines (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_THROWS_KNIVES:
sout << "Throws knives (" << extra1 << 'd' << extra2 << ')';
break;
case MONST_DAMAGE_RAY:
case MONST_DRAIN_XP_DAMAGE_RAY:
case MONST_DAMAGE_TOUCH:
case MONST_DRAIN_XP_DAMAGE_TOUCH:
switch(extra1){
case DAMAGE_WEAPON:
sout << "Health drain";
break;
case DAMAGE_FIRE:
sout << "Heat";
break;
case DAMAGE_POISON:
sout << "Pain";
break;
case DAMAGE_MAGIC:
sout << "Shock";
break;
case DAMAGE_UNBLOCKABLE:
sout << "Wounding";
break;
case DAMAGE_COLD:
sout << "Icy";
break;
case DAMAGE_UNDEAD:
case DAMAGE_DEMON:
sout << "Unholy";
break;
default:
sout << "*ERROR INVALID DAMAGE TYPE*";
}
if(abil == MONST_DRAIN_XP_DAMAGE_RAY || abil == MONST_DRAIN_XP_DAMAGE_TOUCH)
sout << ", draining";
if(abil == MONST_DAMAGE_RAY || abil == MONST_DRAIN_XP_DAMAGE_RAY)
sout << " ray";
else sout << " touch";
break;
case MONST_STATUS_RAY:
case MONST_STATUS_TOUCH:
switch(extra1){
case STATUS_BLESS_CURSE:
sout << "Curse";
break;
case STATUS_POISON:
sout << "Poison";
i = 1;
break;
case STATUS_HASTE_SLOW:
sout << "Slowing";
break;
case STATUS_WEBS:
sout << "Glue";
i = 1;
break;
case STATUS_DISEASE:
sout << "Infectious";
i = 1;
break;
case STATUS_DUMB:
sout << "Dumbfounding";
break;
case STATUS_ASLEEP:
sout << "Sleep";
break;
case STATUS_PARALYZED:
sout << "Paralysis";
break;
case STATUS_ACID:
sout << "Acid";
i = 1;
break;
default: // Poisoned weapon, invulnerable, magic resistance, sanctuary, martyr's shield, or invalid
sout << "*ERROR BAD OR INVALID STATUS TYPE*";
}
if(abil == MONST_STATUS_RAY)
if(i == 1) sout << " spit";
else sout << " ray";
else sout << " touch";
break;
case MONST_PETRIFY_RAY:
sout << "Petrification ray";
break;
case MONST_DRAIN_SP_RAY:
sout << "Spell point drain ray";
break;
case MONST_DRAIN_XP_RAY:
sout << "Experience draining ray";
break;
case MONST_KILL_RAY:
sout << "Death ray";
break;
case MONST_STEAL_FOOD_RAY:
sout << "Steals food from afar";
break;
case MONST_STEAL_GOLD_RAY:
sout << "Steals gold from afar";
break;
break;
case MONST_PETRIFY_TOUCH:
sout << "Petrification touch";
break;
case MONST_DRAIN_SP_TOUCH:
sout << "Spell point draining touch";
break;
case MONST_DRAIN_XP_TOUCH:
sout << "Experience draining touch";
break;
break;
case MONST_KILL_TOUCH:
sout << "Death touch";
break;
case MONST_STEAL_FOOD_TOUCH:
sout << "Steals food when hits";
break;
case MONST_STEAL_GOLD_TOUCH:
sout << "Steals gold when hits";
break;
case MONST_SUMMON_ONE:
sout << "Summons " << scenario.scen_monsters[extra1].m_name << "s (" << extra2 <<"% chance)";
break;
case MONST_SUMMON_TYPE:
sout << "Summons ";
switch(extra1){
case 0:
sout << "wildlife";
break;
case 1:
sout << "weak aid";
break;
case 2:
sout << "strong aid";
break;
case 3:
sout << "powerful aid";
break;
case 4:
sout << "friends";
break;
}
sout << " (" << extra2 << "% chance)";
break;
case MONST_SUMMON_SPECIES:
sout << "Summons ";
switch(extra1){
case RACE_HUMAN:
sout << "Humans";
break;
case RACE_NEPHIL:
sout << "Nephilim";
break;
case RACE_SLITH:
sout << "Slithzerikai";
break;
case RACE_VAHNATAI:
sout << "Vahnatai";
break;
case RACE_REPTILE:
sout << "reptiles";
break;
case RACE_BEAST:
sout << "beasts";
break;
case RACE_HUMANOID:
sout << "humanoids";
break;
case RACE_DEMON:
sout << "demons";
break;
case RACE_UNDEAD:
sout << "undead";
break;
case RACE_GIANT:
sout << "giants";
break;
case RACE_SLIME:
sout << "slimes";
break;
case RACE_STONE:
sout << "golems";
break;
case RACE_BUG:
sout << "bugs";
break;
case RACE_DRAGON:
sout << "Dragons";
break;
case RACE_MAGICAL:
sout << "magical creatures";
break;
case RACE_PLANT:
sout << "plants";
break;
case RACE_BIRD:
sout << "birds";
break;
default: // Important, Mage, Priest, or invalid
sout << "*ERROR INVALID RACE*";
}
sout << " (" << extra2 << "% chance)";
break;
case MONST_SUMMON_RANDOM:
sout << "Summons aid" << " (" << extra2 << "% chance)";
break;
case MONST_MASS_SUMMON:
sout << "Summons aid" << " (" << extra2 << "% chance)";
break;
case MONST_SPLITS:
sout << "Splits when hit" << " (" << extra2 << "% chance)";
break;
case MONST_FIELD_MISSILE:
// TODO: Fill these in
sout << "MONST_FIELD_MISSILE";
break;
case MONST_MARTYRS_SHIELD:
sout << "Permanent Martyr's shield";
break;
case MONST_ABSORB_SPELLS:
sout << "Absorbs spells";
break;
case MONST_INVULNERABLE:
sout << "Invulnerable";
break;
case MONST_RADIATE:
sout << "Radiates ";
switch(extra1){ // TODO: Fill these in
}
sout << " (" << extra2 << "% chance)";
break;
case MONST_CALL_LOCAL_SPECIAL:
case MONST_CALL_GLOBAL_SPECIAL:
sout << "Unusual ability";
break;
}
return "*ERROR INVALID ABILITY*";
}
std::string cMonster::getAbil1Name() {
return (std::string) abil1;
}
std::string cMonster::getAbil2Name() {
return (std::string) abil2;
}
bool cMonster::hasAbil(eMonstAbil what, unsigned char* x1, unsigned char* x2){
if(abil1.abil == what){
if(x1 != NULL) *x1 = abil1.extra1;
if(x2 != NULL) *x2 = abil1.extra2;
return true;
}else if(abil2.abil == what){
if(x1 != NULL) *x1 = abil2.extra1;
if(x2 != NULL) *x2 = abil2.extra2;
return true;
}
return false;
}

View File

@@ -11,6 +11,7 @@
#include <string>
#include <iosfwd>
#include "soundtool.h"
namespace legacy {
struct monster_record_type;
@@ -18,71 +19,6 @@ namespace legacy {
struct creature_start_type;
};
typedef unsigned short m_num_t;
/* adven[i].race */ //complete
enum eRace {
RACE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
RACE_HUMAN = 0,
RACE_NEPHIL = 1,
RACE_SLITH = 2,
RACE_VAHNATAI = 3,
RACE_REPTILE = 4,
RACE_BEAST = 5,
RACE_IMPORTANT = 6,
RACE_MAGE = 7,
RACE_PRIEST = 8,
RACE_HUMANOID = 9,
RACE_DEMON = 10,
RACE_UNDEAD = 11,
RACE_GIANT = 12,
RACE_SLIME = 13,
RACE_STONE = 14,
RACE_BUG = 15,
RACE_DRAGON = 16,
RACE_MAGICAL = 17,
RACE_PLANT = 18,
RACE_BIRD = 19,
}; // TODO: Expand and merge with eMonsterType
/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc
enum eStatus {
STATUS_POISONED_WEAPON = 0,
STATUS_BLESS_CURSE = 1,
STATUS_POISON = 2,
STATUS_HASTE_SLOW = 3,
STATUS_INVULNERABLE = 4,
STATUS_MAGIC_RESISTANCE = 5,
STATUS_WEBS = 6,
STATUS_DISEASE = 7,
STATUS_INVISIBLE = 8, //sanctuary
STATUS_DUMB = 9,
STATUS_MARTYRS_SHIELD = 10,
STATUS_ASLEEP = 11,
STATUS_PARALYZED = 12,
STATUS_ACID = 13,
};
/* Monster Type */
enum eMonsterType {
MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
MONSTER_TYPE_HUMAN = 0,
MONSTER_TYPE_REPTILE = 1,
MONSTER_TYPE_BEAST = 2,
MONSTER_TYPE_IMPORTANT = 3,
MONSTER_TYPE_MAGE = 4,
MONSTER_TYPE_PRIEST = 5,
MONSTER_TYPE_HUMANOID = 6,
MONSTER_TYPE_DEMON = 7,
MONSTER_TYPE_UNDEAD = 8,
MONSTER_TYPE_GIANT = 9,
MONSTER_TYPE_SLIME = 10,
MONSTER_TYPE_STONE = 11,
MONSTER_TYPE_BUG = 12,
MONSTER_TYPE_DRAGON = 13,
MONSTER_TYPE_MAGICAL = 14,
};
/* Attack Types */
#define MONSTER_ATTACK_SWINGS 0
@@ -96,16 +32,15 @@ enum eMonsterType {
#define MONSTER_ATTACK_HARMS 8
#define MONSTER_ATTACK_STABS 9
/* Special Ability a.k.a spec_skill */
#define MONSTER_NO_SPECIAL_ABILITY 0
#define MONSTER_THROWS_DARTS 1
#define MONSTER_SHOOTS_ARROWS 2
#define MONSTER_THROWS_SPEARS 3
#define MONSTER_THROWS_DARTS 1 //1-6
#define MONSTER_SHOOTS_ARROWS 2 //2-12
#define MONSTER_THROWS_SPEARS 3 //3-18
#define MONSTER_THROWS_ROCKS1 4 //4-24 damages
#define MONSTER_THROWS_ROCKS2 5 //5-30 damages
#define MONSTER_THROWS_ROCKS3 6 //6-36 damages
#define MONSTER_THROWS_RAZORDISKS 7
#define MONSTER_THROWS_RAZORDISKS 7 //4-24
#define MONSTER_PETRIFICATION_RAY 8
#define MONSTER_SP_DRAIN_RAY 9 //spell points drain ray
#define MONSTER_HEAT_RAY 10
@@ -118,7 +53,7 @@ enum eMonsterType {
#define MONSTER_ICY_AND_DRAINING_TOUCH 17
#define MONSTER_SLOWING_TOUCH 18
#define MONSTER_SHOOTS_WEB 19
#define MONSTER_GOOD_ARCHER 20
#define MONSTER_GOOD_ARCHER 20 //7-42
#define MONSTER_STEALS_FOOD 21
#define MONSTER_PERMANENT_MARTYRS_SHIELD 22
#define MONSTER_PARALYSIS_RAY 23
@@ -132,7 +67,7 @@ enum eMonsterType {
#define MONSTER_ACID_TOUCH 31
#define MONSTER_BREATHES_SLEEP_CLOUDS 32
#define MONSTER_ACID_SPIT 33
#define MONSTER_SHOOTS_SPINES 34
#define MONSTER_SHOOTS_SPINES 34 //7-42
#define MONSTER_DEATH_TOUCH 35
#define MONSTER_INVULNERABILITY 36
#define MONSTER_GUARD 37
@@ -161,6 +96,11 @@ public:
operator int();
cAttack& operator=(int n);
};
struct cAbility{
eMonstAbil abil;
unsigned char extra1, extra2;
operator std::string();
};
m_num_t m_num; // TODO: This probably shouldn't be necessary. Consider why it is, and determine if it can be removed
unsigned char level;
std::string m_name;
@@ -180,7 +120,7 @@ public:
unsigned char breath;
unsigned char breath_type;
unsigned char treasure;
unsigned char spec_skill;
unsigned char spec_skill; // TODO: Delete in favour of cAbility
unsigned char poison;
short morale,m_morale; // TODO: Move to cCreature (since these are calculated in-game based on the level)
item_num_t corpse_item;
@@ -189,14 +129,22 @@ public:
unsigned char direction; // TODO: Move direction to cCreature
unsigned char immunities;
unsigned char x_width,y_width;
unsigned char radiate_1;
unsigned short radiate_2; // I THINK this is the extra field for the second ability
unsigned char default_attitude,summon_type,default_facial_pic,res1,res2,res3;
unsigned char radiate_1; // TODO: Delete in favour of cAbility
unsigned short radiate_2; // I THINK this is the extra field for the second ability TODO: Delete in favour of cAbility
unsigned char default_attitude;
unsigned char summon_type;
unsigned char default_facial_pic;
short picture_num;
str_num_t see_str1, see_str2;
snd_num_t see_sound, ambient_sound; // ambient_sound has a
snd_num_t see_sound, ambient_sound; // ambient_sound has a chance of being played every move
spec_num_t see_spec;
private:
cAbility abil1, abil2;
public:
std::string getAbil1Name();
std::string getAbil2Name();
bool hasAbil(eMonstAbil what, unsigned char* x1 = NULL, unsigned char* x2 = NULL);
cMonster& operator = (legacy::monster_record_type& old);
void writeTo(std::ostream& file, std::string prefix);
};
@@ -232,4 +180,6 @@ std::ostream& operator << (std::ostream& out, eStatus& e);
std::istream& operator >> (std::istream& in, eStatus& e);
std::ostream& operator << (std::ostream& out, eRace& e);
std::istream& operator >> (std::istream& in, eRace& e);
std::ostream& operator << (std::ostream& out, eMonstAbil& e);
std::istream& operator >> (std::istream& in, eMonstAbil& e);
#endif

View File

@@ -464,3 +464,22 @@ cPlayer& cParty::operator[](unsigned short n){
if(n >= 6) throw std::out_of_range("Attempt to access a player that doesn't exist.");
return adven[n];
}
void cParty::set_ptr(short p, unsigned short sdfx, unsigned short sdfy){ // This function is not used for setting the reserved pointers
if(p >= -199 && p <= -100){ // must be a mutable pointer
if(sdfx >= 300) throw std::range_error("SDF x-coordinate out of range (0..299)");
if(sdfy >= 50) throw std::range_error("SDF y-coordinate out of range (0..49)");
pointers[p] = std::make_pair(sdfx,sdfy);
}
else throw std::range_error("Pointer out of range (-199 to -100)");
}
void cParty::force_ptr(short p, unsigned short sdfx, unsigned short sdfy){
pointers[p] = std::make_pair(sdfx,sdfy);
}
unsigned char cParty::get_ptr(short p){
ptrIter iter = pointers.find(p);
if(iter == pointers.end()) return 0;
return stuff_done[iter->second.first][iter->second.second];
}

View File

@@ -98,7 +98,12 @@ public:
cMonster summons; // an array of monsters which can be summoned by the parties items yet don't originate from this scenario
bool graphicUsed[250]; // whether each custom graphics slot on the party's sheet is actually used; needed to place new custom graphics on the sheet.
unsigned short scen_won, scen_played; // numbers of scenarios won and played respectively by this party
std::map<std::string,std::vector<int> > campaign_flags;
std::map<std::string,std::vector<signed short> > campaign_flags;
std::map<short,std::pair<unsigned short,unsigned char> > pointers;
void set_ptr(short p, unsigned short sdfx, unsigned short sdfy);
void force_ptr(short p, unsigned short sdfx, unsigned short sdfy);
unsigned char get_ptr(short p);
cParty& operator = (legacy::party_record_type& old);
void append(legacy::big_tr_type& old);
@@ -121,7 +126,8 @@ public:
typedef std::vector<cJournal>::iterator journalIter;
typedef std::vector<cConvers>::iterator talkIter;
typedef std::vector<cTimer>::iterator timerIter;
typedef std::map<std::string,std::vector<int> >::iterator campIter;
typedef std::map<std::string,std::vector<signed short> >::iterator campIter;
typedef std::map<short,std::pair<unsigned short,unsigned char> >::iterator ptrIter;
};
#endif

View File

@@ -14,49 +14,6 @@
namespace legacy { struct pc_record_type; };
/* adven[i].skills */ //complete
enum eSkill {
SKILL_STRENGTH = 0,
SKILL_DEXTERITY = 1,
SKILL_INTELLIGENCE = 2,
SKILL_EDGED_WEAPONS = 3,
SKILL_BASHING_WEAPONS = 4,
SKILL_POLE_WEAPONS = 5,
SKILL_THROWN_MISSILES = 6,
SKILL_ARCHERY = 7,
SKILL_DEFENSE = 8,
SKILL_MAGE_SPELLS = 9,
SKILL_PRIEST_SPELLS = 10,
SKILL_MAGE_LORE = 11,
SKILL_ALCHEMY = 12,
SKILL_ITEM_LORE = 13,
SKILL_DISARM_TRAPS = 14,
SKILL_LOCKPICKING = 15,
SKILL_ASSASSINATION = 16,
SKILL_POISON = 17,
SKILL_LUCK = 18,
};
/* adven[i].traits */ //complete
enum eTrait {
TRAIT_TOUGHNESS = 0,
TRAIT_MAGICALLY_APT = 1,
TRAIT_AMBIDEXTROUS = 2,
TRAIT_NIMBLE = 3,
TRAIT_CAVE_LORE = 4,
TRAIT_WOODSMAN = 5,
TRAIT_GOOD_CONST = 6,
TRAIT_HIGHLY_ALERT = 7,
TRAIT_STRENGTH = 8,
TRAIT_RECUPERATION = 9,
TRAIT_SLUGGISH = 10,
TRAIT_MAGICALLY_INEPT = 11,
TRAIT_FRAIL = 12,
TRAIT_CHRONIC_DISEASE = 13,
TRAIT_BAD_BACK = 14,
TRAIT_PACIFIST = 15,
};
enum eMainStatus {
MAIN_STATUS_ABSENT = 0, // absent, empty slot
MAIN_STATUS_ALIVE = 1,

486
osx/classes/simpletypes.h Normal file
View File

@@ -0,0 +1,486 @@
/*
* simpletypes.h
* BoE
*
* Created by Celtic Minstrel on 01/06/09.
*
*/
typedef unsigned short m_num_t;
typedef unsigned short ter_num_t;
typedef signed short spec_num_t;
typedef signed short item_num_t;
typedef unsigned short str_num_t;
/* adven[i].race */ //complete
enum eRace {
RACE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
RACE_HUMAN = 0,
RACE_NEPHIL = 1,
RACE_SLITH = 2,
RACE_VAHNATAI = 3,
RACE_REPTILE = 4,
RACE_BEAST = 5,
RACE_IMPORTANT = 6,
RACE_MAGE = 7,
RACE_PRIEST = 8,
RACE_HUMANOID = 9,
RACE_DEMON = 10,
RACE_UNDEAD = 11,
RACE_GIANT = 12,
RACE_SLIME = 13,
RACE_STONE = 14,
RACE_BUG = 15,
RACE_DRAGON = 16,
RACE_MAGICAL = 17,
RACE_PLANT = 18,
RACE_BIRD = 19,
}; // TODO: Expand and merge with eMonsterType
/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc
enum eStatus {
STATUS_POISONED_WEAPON = 0,
STATUS_BLESS_CURSE = 1,
STATUS_POISON = 2,
STATUS_HASTE_SLOW = 3,
STATUS_INVULNERABLE = 4,
STATUS_MAGIC_RESISTANCE = 5,
STATUS_WEBS = 6,
STATUS_DISEASE = 7,
STATUS_INVISIBLE = 8, //sanctuary
STATUS_DUMB = 9,
STATUS_MARTYRS_SHIELD = 10,
STATUS_ASLEEP = 11,
STATUS_PARALYZED = 12,
STATUS_ACID = 13,
};
/* Monster Type */
enum eMonsterType {
MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
MONSTER_TYPE_HUMAN = 0,
MONSTER_TYPE_REPTILE = 1,
MONSTER_TYPE_BEAST = 2,
MONSTER_TYPE_IMPORTANT = 3,
MONSTER_TYPE_MAGE = 4,
MONSTER_TYPE_PRIEST = 5,
MONSTER_TYPE_HUMANOID = 6,
MONSTER_TYPE_DEMON = 7,
MONSTER_TYPE_UNDEAD = 8,
MONSTER_TYPE_GIANT = 9,
MONSTER_TYPE_SLIME = 10,
MONSTER_TYPE_STONE = 11,
MONSTER_TYPE_BUG = 12,
MONSTER_TYPE_DRAGON = 13,
MONSTER_TYPE_MAGICAL = 14,
};
/* Special Ability a.k.a spec_skill */
enum eMonstAbil {
MONST_NO_ABIL = 0,
// Missile abilities (extra1 = number of sided dice; extra2 = number of sides)
MONST_THROWS_DARTS = 10,
MONST_SHOOTS_ARROWS,
MONST_THROWS_SPEARS,
MONST_THROWS_ROCKS,
MONST_THROWS_RAZORDISKS,
MONST_GOOD_ARCHER,
MONST_SHOOTS_SPINES,
MONST_THROWS_KNIVES,
// Ray abilities (extra1 = type of damage / status where applicable)
MONST_DAMAGE_RAY = 20,
MONST_STATUS_RAY,
MONST_PETRIFY_RAY,
MONST_DRAIN_SP_RAY,
MONST_DRAIN_XP_RAY,
MONST_DRAIN_XP_DAMAGE_RAY,
MONST_KILL_RAY,
MONST_STEAL_FOOD_RAY,
MONST_STEAL_GOLD_RAY,
// Touch abilities (extra1 = type of damage / status where applicable)
MONST_DAMAGE_TOUCH = 30,
MONST_STATUS_TOUCH,
MONST_PETRIFY_TOUCH,
MONST_DRAIN_SP_TOUCH,
MONST_DRAIN_XP_TOUCH,
MONST_DRAIN_XP_DAMAGE_TOUCH,
MONST_KILL_TOUCH,
MONST_STEAL_FOOD_TOUCH,
MONST_STEAL_GOLD_TOUCH,
// Summon abilities (extra1 = which monster / type / species; extra2 = % chance)
MONST_SUMMON_ONE = 40,
MONST_SUMMON_TYPE,
MONST_SUMMON_SPECIES,
MONST_SUMMON_RANDOM,
MONST_MASS_SUMMON,
// Misc abilities (extra1 = field / special #; extra2 = % chance for radiate only)
MONST_SPLITS = 50,
MONST_FIELD_MISSILE,
MONST_MARTYRS_SHIELD,
MONST_ABSORB_SPELLS,
MONST_INVULNERABLE,
MONST_RADIATE,
MONST_CALL_LOCAL_SPECIAL,
MONST_CALL_GLOBAL_SPECIAL,
};
/* Terrains Specials Properties : scenario.ter_types[i].special */ //complete
enum eTerSpec {
// TER_SPEC_NONE = 0,
// TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
// TER_SPEC_DOES_FIRE_DAMAGE = 2,
// TER_SPEC_DOES_COLD_DAMAGE = 3,
// TER_SPEC_DOES_MAGIC_DAMAGE = 4,
// TER_SPEC_POISON_LAND = 5,
// TER_SPEC_DISEASED_LAND = 6,
// TER_SPEC_CRUMBLING_TERRAIN = 7,
// TER_SPEC_LOCKABLE_TERRAIN = 8,
// TER_SPEC_UNLOCKABLE_TERRAIN = 9,
// TER_SPEC_UNLOCKABLE_BASHABLE = 10,
// TER_SPEC_IS_A_SIGN = 11,
// TER_SPEC_CALL_LOCAL_SPECIAL = 12,
// TER_SPEC_CALL_SCENARIO_SPECIAL = 13,
// TER_SPEC_IS_A_CONTAINER = 14,
// TER_SPEC_WATERFALL = 15,
// TER_SPEC_CONVEYOR_NORTH = 16,
// TER_SPEC_CONVEYOR_EAST = 17,
// TER_SPEC_CONVEYOR_SOUTH = 18,
// TER_SPEC_CONVEYOR_WEST = 19,
// TER_SPEC_BLOCKED_TO_MONSTERS = 20,
// TER_SPEC_TOWN_ENTRANCE = 21,
// TER_SPEC_CHANGE_WHEN_USED = 22,
// TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
TER_SPEC_NONE = 0,
TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
TER_SPEC_DAMAGING = 2,
TER_SPEC_BRIDGE = 3, // new
TER_SPEC_BED = 4, // new
TER_SPEC_DANGEROUS = 5,
TER_SPEC_UNUSED1 = 6,
TER_SPEC_CRUMBLING = 7,
TER_SPEC_LOCKABLE = 8,
TER_SPEC_UNLOCKABLE = 9,
TER_SPEC_UNUSED2 = 10,
TER_SPEC_IS_A_SIGN = 11,
TER_SPEC_CALL_SPECIAL = 12,
TER_SPEC_UNUSED3 = 13,
TER_SPEC_IS_A_CONTAINER = 14,
TER_SPEC_WATERFALL = 15,
TER_SPEC_CONVEYOR = 16,
TER_SPEC_UNUSED4 = 17,
TER_SPEC_UNUSED5 = 18,
TER_SPEC_UNUSED6 = 19,
TER_SPEC_BLOCKED_TO_MONSTERS = 20,
TER_SPEC_TOWN_ENTRANCE = 21,
TER_SPEC_CHANGE_WHEN_USED = 22,
TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
// 1. Change when step on (What to change to, number of sound, Unused)
// 2. Damaging terrain; can't rest here (Amount of damage done, multiplier, damage type)
// 3. Reserved
// 4. Reserved
// 5. Dangerous land; can't rest here; percentage chance may be 0 (Strength, Percentage chance, status type)
// 6. Reserved
// 7. Crumbling terrain (Terrain to change to, strength?, destroyed by what - quickfire, shatter/move mountains, or both)
// 8. Lockable terrain (Terrain to change to when locked, Unused, Unused)
// 9. Unlockable terrain (Terrain to change to when locked, Difficulty, can be bashed)
// 10. Reserved
// 11. Sign (Unused, Unused, Unused)
// 12. Call special (Special to call, local or scenario?, Unused)
// 13. Reserved
// 14. Container (Unused, Unused, Unused)
// 15. Waterfall (Direction, Unused, Unused)
// 16. Conveyor Belt (Direction, Unused, Unused)
// 17. Reserved
// 18. Reserved
// 19. Reserved
// 20. Blocked to Monsters (Unused, Unused, Unused)
// 21. Town entrance (Terrain type if hidden, Unused, Unused)
// 22. Change when Used (Terrain to change to when used, Number of sound, Unused)
// 23. Call special when used (Special to call, local or scenario?, Unused)
// 24. Bridge - if the party boats over it, they get the option to land. (Unused, Unused, Unused)
};
enum eTrimType {
TRIM_NONE = 0,
TRIM_WALL = 1, // not a trim, but trims will conform to it as if it's the same ground type (eg stone wall)
TRIM_S, TRIM_SE, TRIM_E, TRIM_NE, TRIM_N, TRIM_NW, TRIM_W, TRIM_SW,
TRIM_NE_INNER, TRIM_SE_INNER, TRIM_SW_INNER, TRIM_NW_INNER,
TRIM_FRILLS = 14, // like on lava and underground water; no trim_ter required
TRIM_ROAD = 15, // the game will treat it like a road space and draw roads; no trim_ter required
TRIM_WALKWAY = 16, // the game will draw walkway corners; trim_ter is base terrain to draw on
TRIM_WATERFALL = 17, // special case for waterfalls
TRIM_CITY = 18, // the game will join roads up to this space but not draw roads on the space
};
/* items[i].type a.k.a type of weapon */
enum eWeapType {
ITEM_NOT_MELEE = 0,
ITEM_EDGED = 1,
ITEM_BASHING = 2,
ITEM_POLE = 3,
};
/* items[i].variety a.k.a item type (in editor) */
enum eItemType {
ITEM_TYPE_NO_ITEM = 0,
ITEM_TYPE_ONE_HANDED = 1,
ITEM_TYPE_TWO_HANDED = 2,
ITEM_TYPE_GOLD = 3,
ITEM_TYPE_BOW = 4,
ITEM_TYPE_ARROW = 5,
ITEM_TYPE_THROWN_MISSILE = 6,
ITEM_TYPE_POTION = 7, // potion/magic item
ITEM_TYPE_SCROLL = 8, // scroll/magic item
ITEM_TYPE_WAND = 9,
ITEM_TYPE_TOOL = 10,
ITEM_TYPE_FOOD = 11,
ITEM_TYPE_SHIELD = 12,
ITEM_TYPE_ARMOR = 13,
ITEM_TYPE_HELM = 14,
ITEM_TYPE_GLOVES = 15,
ITEM_TYPE_SHIELD_2 = 16,
// don't know why a second type of shield is used ; it is actually checked
// in the armor code (item >= 12 and <= 17)
// and you can't equip another (12) shield while wearing it ... I didn't
// find a single item with this property in the bladbase.exs ...
ITEM_TYPE_BOOTS = 17,
ITEM_TYPE_RING = 18,
ITEM_TYPE_NECKLACE = 19,
ITEM_TYPE_WEAPON_POISON = 20,
ITEM_TYPE_NON_USE_OBJECT = 21,
ITEM_TYPE_PANTS = 22,
ITEM_TYPE_CROSSBOW = 23,
ITEM_TYPE_BOLTS = 24,
ITEM_TYPE_MISSILE_NO_AMMO = 25, //e.g slings
ITEM_TYPE_UNUSED1 = 26, // these are here solely because they are options in the editor
ITEM_TYPE_UNUSED2 = 27,
};
/* items[i].ability */
enum eItemAbil {
// Weapon abilities
ITEM_NO_ABILITY = 0,
ITEM_FLAMING_WEAPON = 1,
ITEM_DEMON_SLAYER = 2,
ITEM_UNDEAD_SLAYER = 3,
ITEM_LIZARD_SLAYER = 4,
ITEM_GIANT_SLAYER = 5,
ITEM_MAGE_SLAYER = 6,
ITEM_PRIEST_SLAYER = 7,
ITEM_BUG_SLAYER = 8,
ITEM_ACIDIC_WEAPON = 9,
ITEM_SOULSUCKER = 10,
ITEM_DRAIN_MISSILES = 11,
ITEM_WEAK_WEAPON = 12,
ITEM_CAUSES_FEAR = 13,
ITEM_POISONED_WEAPON = 14,
// General abilities
ITEM_PROTECTION = 30,
ITEM_FULL_PROTECTION = 31,
ITEM_FIRE_PROTECTION = 32,
ITEM_COLD_PROTECTION = 33,
ITEM_POISON_PROTECTION = 34,
ITEM_MAGIC_PROTECTION = 35,
ITEM_ACID_PROTECTION = 36,
ITEM_SKILL = 37,
ITEM_STRENGTH = 38,
ITEM_DEXTERITY = 39,
ITEM_INTELLIGENCE = 40,
ITEM_ACCURACY = 41,
ITEM_THIEVING = 42,
ITEM_GIANT_STRENGTH = 43,
ITEM_LIGHTER_OBJECT = 44,
ITEM_HEAVIER_OBJECT = 45,
ITEM_OCCASIONAL_BLESS = 46,
ITEM_OCCASIONAL_HASTE = 47,
ITEM_LIFE_SAVING = 48,
ITEM_PROTECT_FROM_PETRIFY = 49,
ITEM_REGENERATE = 50,
ITEM_POISON_AUGMENT = 51,
ITEM_DISEASE_PARTY = 52,
ITEM_WILL = 53,
ITEM_FREE_ACTION = 54,
ITEM_SPEED = 55,
ITEM_SLOW_WEARER = 56,
ITEM_PROTECT_FROM_UNDEAD = 57,
ITEM_PROTECT_FROM_DEMONS = 58,
ITEM_PROTECT_FROM_HUMANOIDS = 59,
ITEM_PROTECT_FROM_REPTILES = 60,
ITEM_PROTECT_FROM_GIANTS = 61,
ITEM_PROTECT_FROM_DISEASE = 62,
// Nonspell Usable
ITEM_POISON_WEAPON = 70, //put poison on weapon
ITEM_BLESS_CURSE = 71,
ITEM_AFFECT_POISON = 72,
ITEM_HASTE_SLOW = 73,
ITEM_AFFECT_INVULN = 74,
ITEM_AFFECT_MAGIC_RES = 75,
ITEM_AFFECT_WEB = 76,
ITEM_AFFECT_DISEASE = 77,
ITEM_AFFECT_SANCTUARY = 78,
ITEM_AFFECT_DUMBFOUND = 79,
ITEM_AFFECT_MARTYRS_SHIELD = 80,
ITEM_AFFECT_SLEEP = 81,
ITEM_AFFECT_PARALYSIS = 82,
ITEM_AFFECT_ACID = 83,
ITEM_BLISS = 84,
ITEM_AFFECT_EXPERIENCE = 85,
ITEM_AFFECT_SKILL_POINTS = 86,
ITEM_AFFECT_HEALTH = 87,
ITEM_AFFECT_SPELL_POINTS = 88,
ITEM_DOOM = 89,
ITEM_LIGHT = 90,
ITEM_STEALTH = 91,
ITEM_FIREWALK = 92,
ITEM_FLYING = 93,
ITEM_MAJOR_HEALING = 94,
// Spell Usable
ITEM_SPELL_FLAME = 110,
ITEM_SPELL_FIREBALL = 111,
ITEM_SPELL_FIRESTORM = 112,
ITEM_SPELL_KILL = 113,
ITEM_SPELL_ICE_BOLT = 114,
ITEM_SPELL_SLOW = 115,
ITEM_SPELL_SHOCKWAVE = 116,
ITEM_SPELL_DISPEL_UNDEAD = 117,
ITEM_SPELL_DISPEL_SPIRIT = 118,
ITEM_SPELL_SUMMONING = 119,
ITEM_SPELL_MASS_SUMMONING = 120,
ITEM_SPELL_ACID_SPRAY = 121,
ITEM_SPELL_STINKING_CLOUD = 122,
ITEM_SPELL_SLEEP_FIELD = 123,
ITEM_SPELL_VENOM = 124,
ITEM_SPELL_SHOCKSTORM = 125,
ITEM_SPELL_PARALYSIS = 126,
ITEM_SPELL_WEB_SPELL = 127,
ITEM_SPELL_STRENGTHEN_TARGET = 128, //wand of carrunos effect
ITEM_SPELL_QUICKFIRE = 129,
ITEM_SPELL_MASS_CHARM = 130,
ITEM_SPELL_MAGIC_MAP = 131,
ITEM_SPELL_DISPEL_BARRIER = 132,
ITEM_SPELL_MAKE_ICE_WALL = 133,
ITEM_SPELL_CHARM_SPELL = 134,
ITEM_SPELL_ANTIMAGIC_CLOUD = 135,
// Reagents
ITEM_HOLLY = 150, // Holly/Toadstool
ITEM_COMFREY_ROOT = 151,
ITEM_GLOWING_NETTLE = 152,
ITEM_WORMGRASS = 153, // Crypt Shroom/Wormgr.
ITEM_ASPTONGUE_MOLD = 154,
ITEM_EMBER_FLOWERS = 155,
ITEM_GRAYMOLD = 156,
ITEM_MANDRAKE = 157,
ITEM_SAPPHIRE = 158,
ITEM_SMOKY_CRYSTAL = 159,
ITEM_RESSURECTION_BALM = 160,
ITEM_LOCKPICKS = 161,
// Missile Abilities
ITEM_MISSILE_RETURNING = 170,
ITEM_MISSILE_LIGHTNING = 171,
ITEM_MISSILE_EXPLODING = 172,
ITEM_MISSILE_ACID = 173,
ITEM_MISSILE_SLAY_UNDEAD = 174,
ITEM_MISSILE_SLAY_DEMON = 175,
ITEM_MISSILE_HEAL_TARGET = 176,
};
/* adven[i].skills */ //complete
enum eSkill {
SKILL_STRENGTH = 0,
SKILL_DEXTERITY = 1,
SKILL_INTELLIGENCE = 2,
SKILL_EDGED_WEAPONS = 3,
SKILL_BASHING_WEAPONS = 4,
SKILL_POLE_WEAPONS = 5,
SKILL_THROWN_MISSILES = 6,
SKILL_ARCHERY = 7,
SKILL_DEFENSE = 8,
SKILL_MAGE_SPELLS = 9,
SKILL_PRIEST_SPELLS = 10,
SKILL_MAGE_LORE = 11,
SKILL_ALCHEMY = 12,
SKILL_ITEM_LORE = 13,
SKILL_DISARM_TRAPS = 14,
SKILL_LOCKPICKING = 15,
SKILL_ASSASSINATION = 16,
SKILL_POISON = 17,
SKILL_LUCK = 18,
};
/* adven[i].traits */ //complete
enum eTrait {
TRAIT_TOUGHNESS = 0,
TRAIT_MAGICALLY_APT = 1,
TRAIT_AMBIDEXTROUS = 2,
TRAIT_NIMBLE = 3,
TRAIT_CAVE_LORE = 4,
TRAIT_WOODSMAN = 5,
TRAIT_GOOD_CONST = 6,
TRAIT_HIGHLY_ALERT = 7,
TRAIT_STRENGTH = 8,
TRAIT_RECUPERATION = 9,
TRAIT_SLUGGISH = 10,
TRAIT_MAGICALLY_INEPT = 11,
TRAIT_FRAIL = 12,
TRAIT_CHRONIC_DISEASE = 13,
TRAIT_BAD_BACK = 14,
TRAIT_PACIFIST = 15,
};
/* damage type*/
/* used as parameter to some functions */
enum eDamageType {
DAMAGE_WEAPON = 0,
DAMAGE_FIRE = 1,
DAMAGE_POISON = 2,
DAMAGE_MAGIC = 3,
DAMAGE_UNBLOCKABLE = 4, //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp)
DAMAGE_COLD = 5,
DAMAGE_UNDEAD = 6, //from the source files - the display is the same as the weapon one
DAMAGE_DEMON = 7, //from the source files - the display is the same as the weapon one
// 8 and 9 aren't defined : doesn't print any damage. According to the source files the 9 is DAMAGE_MARKED though. Wrong ?
DAMAGE_MARKED = 10, // usage: DAMAGE_MARKED + damage_type
DAMAGE_WEAPON_MARKED = 10,
DAMAGE_FIRE_MARKED = 11,
DAMAGE_POISON_MARKED = 12,
DAMAGE_MAGIC_MARKED = 13,
DAMAGE_UNBLOCKABLE_MARKED = 14,
DAMAGE_COLD_MARKED = 15,
DAMAGE_UNDEAD_MARKED = 16,
DAMAGE_DEMON_MARKED = 17,
DAMAGE_NO_PRINT = 30, // usage: DAMAGE_NO_PRINT + damage_type
DAMAGE_WEAPON_NO_PRINT = 30,
DAMAGE_FIRE_NO_PRINT = 31,
DAMAGE_POISON_NO_PRINT = 32,
DAMAGE_MAGIC_NO_PRINT = 33,
DAMAGE_UNBLOCKABLE_NO_PRINT = 34,
DAMAGE_COLD_NO_PRINT = 35,
DAMAGE_UNDEAD_NO_PRINT = 36,
DAMAGE_DEMON_NO_PRINT = 37,
// What about both NO_PRINT and MARKED?
};
inline void operator -= (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED && cur >= DAMAGE_MARKED && cur < DAMAGE_NO_PRINT) ||
(othr == DAMAGE_NO_PRINT && cur >= DAMAGE_NO_PRINT))
cur = (eDamageType) ((int)cur - (int)othr);
}
inline void operator += (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED || othr == DAMAGE_NO_PRINT) && cur < DAMAGE_MARKED)
cur = (eDamageType) ((int)cur + (int)othr);
}
//class sbyte {
// signed char c;
//public:
// operator int() {return c;}
// sbyte(signed char k) : c(k) {}
//}

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@@ -13,8 +13,6 @@
namespace legacy { struct special_node_type; };
typedef signed short spec_num_t;
class cSpecial {
public:
short type;

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

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@@ -6,6 +6,8 @@
*
*/
#ifndef _SOUNDTOOL_H
#define _SOUNDTOOL_H
#define NUM_SOUNDS 99
typedef unsigned short snd_num_t;
@@ -14,3 +16,5 @@ void play_sound(short which, short how_many_times = 1);
void one_sound(short which);
void clear_sound_memory();
void flip_sound();
#endif