Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx. git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
45 lines
1.2 KiB
C
45 lines
1.2 KiB
C
#ifndef _ITEM_H
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#define _ITEM_H
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#include "location.h"
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/* item_properties: */
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/*
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0000 0001 identified
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0000 0010 someone's property
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0000 0100 magic
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0000 1000 contained in sth
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0001 0000 cursed
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0010 0000 concealed
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0100 0000 <not used>
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1000 0000 <not used>
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*/
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#define ITEM_PROP_IDENTIFIED 1
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#define ITEM_PROP_PROPERTY 2
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#define ITEM_PROP_MAGIC 4
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#define ITEM_PROP_CONTAINED 8
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#define ITEM_PROP_CURSED 16
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#define ITEM_PROP_CONCEALED 32
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struct item_record_type {
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short variety, item_level;
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char awkward, bonus, protection, charges, type, magic_use_type;
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unsigned char graphic_num,ability, ability_strength, type_flag, is_special,a;
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short value;
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unsigned char weight, special_class;
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location item_loc;
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char full_name[25], name[15];
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unsigned char treas_class, item_properties, reserved1, reserved2;
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/* functions */
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bool isIdent() const; /* is identified ? */
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bool isMagic() const; /* is magic ? */
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bool isContained() const; /* is contained in sth ? */
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bool isCursed() const; /* is cursed ? */
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bool isProperty() const; /* is someones property? */
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bool isConcealed() const; /* is the item ability concealed ? */
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};
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#endif
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