Files
oboe/osx/oldstructs.h
Celtic Minstrel 92bda1c100 - Cleaned out some of the compiler warnings in the scenario editor (removing unused variables mostly).
- Finally removed the grow box in the corner of the scenario editor window.
- Changed #include <iostream> in several headers to #include <iosfwd>, since they were only present for the use of
  the ostream and istream classes, and cout/cin were unneeded.
- Changed bool to Boolean in the old structs, since that's what it was originally.
- Small changes to graphtool, including an overload of get_custom_rect.
- Added gcd function to mathutil; was needed for something in the new dialog engine


git-svn-id: http://openexile.googlecode.com/svn/trunk@71 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-25 03:41:29 +00:00

379 lines
10 KiB
C++

/*
* oldstructs.h
* BoE
*
* Created by Celtic Minstrel on 21/04/09.
*
*/
#ifndef OLDSTRUCTS_H
#define OLDSTRUCTS_H
namespace legacy {
//#define NLS 25
// // number of left slots for buttons
//#define NRS 400
// // number of right slots for scrolling list
//#define NRSONPAGE 33
// // number of right slots for scrolling list on page at 1 time
struct location {
char x,y;
} __attribute__((packed));
struct special_node_type {
short type,sd1,sd2,pic,m1,m2,ex1a,ex1b,ex2a,ex2b,jumpto;
} __attribute__((packed));
struct talking_node_type {
short personality,type;
char link1[4],link2[4];
short extras[4];
} __attribute__((packed));
struct talking_record_type {
unsigned char strlens[200];
talking_node_type talk_nodes[60];
} __attribute__((packed));
struct terrain_type_type {
short picture;
unsigned char blockage,flag1,flag2,special,trans_to_what,fly_over,boat_over;
unsigned char block_horse,light_radius,step_sound,shortcut_key,res1,res2,res3;
} __attribute__((packed));
struct wandering_type {
unsigned char monst[4];
} __attribute__((packed));
struct out_wandering_type {
unsigned char monst[7];
unsigned char friendly[3];
short spec_on_meet,spec_on_win,spec_on_flee,cant_flee;
short end_spec1,end_spec2;
} __attribute__((packed));
struct outdoor_record_type {
unsigned char terrain[48][48];
location special_locs[18];
unsigned char special_id[18];
location exit_locs[8];
char exit_dests[8];
location sign_locs[8];
out_wandering_type wandering[4],special_enc[4];
location wandering_locs[4];
Rect info_rect[8];
unsigned char strlens[180];
special_node_type specials[60];
} __attribute__((packed));
struct creature_start_type {
unsigned char number;
unsigned char start_attitude;
location start_loc;
unsigned char mobile;
unsigned char time_flag;
unsigned char extra1,extra2;
short spec1, spec2;
char spec_enc_code,time_code;
short monster_time,personality;
short special_on_kill,facial_pic;
} __attribute__((packed));
struct short_item_record_type {
short variety, item_level;
char awkward, bonus, protection, charges, type;
unsigned char graphic_num,ability, type_flag, is_special;
short value;
Boolean identified, magic;
unsigned char weight, description_flag;
char full_name[25], name[15];
unsigned char reserved1,reserved2;
unsigned char magic_use_type, ability_strength, treas_class, real_abil;
} __attribute__((packed));
struct item_record_type {
short variety, item_level;
char awkward, bonus, protection, charges, type, magic_use_type;
unsigned char graphic_num,ability, ability_strength,type_flag, is_special;
short value __attribute__((aligned(2)));
unsigned char weight, special_class;
location item_loc;
char full_name[25], name[15];
unsigned char treas_class,item_properties,reserved1,reserved2;
} __attribute__((packed));
struct preset_item_type {
location item_loc;
short item_code,ability;
unsigned char charges,always_there,property,contained;
} __attribute__((packed));
struct preset_field_type {
location field_loc;
short field_type;
} __attribute__((packed));
struct town_record_type {
short town_chop_time,town_chop_key;
wandering_type wandering[4];
location wandering_locs[4];
location special_locs[50];
unsigned char spec_id[50];
location sign_locs[15];
short lighting;
location start_locs[4];
location exit_locs[4];
short exit_specs[4];
Rect in_town_rect;
preset_item_type preset_items[64];
short max_num_monst;
preset_field_type preset_fields[50];
short spec_on_entry,spec_on_entry_if_dead;
short timer_spec_times[8];
short timer_specs[8];
unsigned char strlens[180];
special_node_type specials[100];
unsigned char specials1,specials2,res1,res2;
short difficulty;
} __attribute__((packed));
struct big_tr_type {
unsigned char terrain[64][64];
Rect room_rect[16];
creature_start_type creatures[60];
unsigned char lighting[8][64];
} __attribute__((packed));
struct ave_tr_type {
unsigned char terrain[48][48];
Rect room_rect[16];
creature_start_type creatures[40];
unsigned char lighting[6][48];
} __attribute__((packed));
struct tiny_tr_type {
unsigned char terrain[32][32];
Rect room_rect[16];
creature_start_type creatures[30];
unsigned char lighting[4][32];
} __attribute__((packed));
struct city_block_type {
short block_type;
short block_destroy_time;
char block_alignment;
char block_key_time;
location block_loc;
} __attribute__((packed));
struct city_ter_rect_type {
Rect what_rect;
unsigned char ter_type;
unsigned char hollow;
} __attribute__((packed));
struct template_town_type {
creature_start_type creatures[30];
city_block_type city_block[15];
city_ter_rect_type city_ter_rect[10];
} __attribute__((packed));
struct scen_item_data_type {
item_record_type scen_items[400];
char monst_names[256][20];
char ter_names[256][30];
} __attribute__((packed));
struct item_storage_shortcut_type {
short ter_type,item_num[10],item_odds[10],property;
} __attribute__((packed));
struct monster_record_type {
unsigned char m_num,level,m_name[26];
short health,m_health,mp,max_mp;
unsigned char armor,skill;
short a[3];
unsigned char a1_type,a23_type,m_type,speed,ap,mu,cl,breath,breath_type,treasure,spec_skill,poison;
short morale,m_morale;
short corpse_item,corpse_item_chance;
short status[15];
unsigned char direction,immunities,x_width,y_width,radiate_1,radiate_2;
unsigned char default_attitude,summon_type,default_facial_pic,res1,res2,res3;
short picture_num;
} __attribute__((packed));
struct horse_record_type {
location horse_loc,horse_loc_in_sec,horse_sector;
short which_town;
Boolean exists,property;
} __attribute__((packed));
struct boat_record_type {
location boat_loc,boat_loc_in_sec,boat_sector;
short which_town;
Boolean exists,property;
} __attribute__((packed));
struct talk_save_type {
short personality;
short town_num;
short str1,str2;
} __attribute__((packed));
struct creature_data_type {
short active,attitude;
unsigned char number;
location m_loc;
monster_record_type m_d;
short mobile;
short summoned;
creature_start_type monst_start;
} __attribute__((packed));
struct creature_list_type {
creature_data_type dudes[60];
short which_town;
short friendly;
} __attribute__((packed));
struct outdoor_creature_type {
Boolean exists;
short direction;
out_wandering_type what_monst;
location which_sector,m_loc;
} __attribute__((packed));
struct party_record_type {
long age;
short gold,food;
unsigned char stuff_done[310][10],item_taken[200][8];
short light_level;
location outdoor_corner,i_w_c,p_loc,loc_in_sec;
boat_record_type boats[30];
horse_record_type horses[30];
//char pad1[8];
creature_list_type creature_save[4];
short in_boat,in_horse;
outdoor_creature_type out_c[10];
item_record_type magic_store_items[5][10];
short imprisoned_monst[4];
char m_seen[256];
char journal_str[50];
short journal_day[50];
short special_notes_str[140][2];
talk_save_type talk_save[120];
short direction,at_which_save_slot;
char alchemy[20];
Boolean can_find_town[200];
short key_times[100];
short party_event_timers[30];
short global_or_town[30];
short node_to_call[30];
char spec_items[50],help_received[120];
short m_killed[200];
long total_m_killed,total_dam_done,total_xp_gained,total_dam_taken;
char scen_name[256];
} __attribute__((packed));
struct scenario_data_type {
unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
unsigned char town_size[200];
unsigned char town_hidden[200];
short flag_a;
short intro_mess_pic,intro_mess_len;
location where_start __attribute__((aligned(2)));
location out_sec_start,out_start;
short which_town_start;
short flag_b;
short town_data_size[200][5];
short town_to_add_to[10];
short flag_to_add_to_town[10][2];
short flag_c;
short out_data_size[100][2];
Rect store_item_rects[3];
short store_item_towns[3];
short flag_e;
short special_items[50];
short special_item_special[50];
short rating,uses_custom_graphics;
short flag_f;
monster_record_type scen_monsters[256];
boat_record_type scen_boats[30];
horse_record_type scen_horses[30];
short flag_g;
terrain_type_type ter_types[256];
short scenario_timer_times[20];
short scenario_timer_specs[20];
short flag_h;
special_node_type scen_specials[256];
item_storage_shortcut_type storage_shortcuts[10];
short flag_d;
unsigned char scen_str_len[300];
short flag_i;
location last_out_edited;
short last_town_edited;
} __attribute__((packed));
struct setup_save_type {
unsigned char setup[4][64][64];
} __attribute__((packed));
struct pc_record_type {
short main_status;
char name[20];
short skills[30];
short max_health,cur_health,max_sp,cur_sp,experience,skill_pts,level;
short status[15];
item_record_type items[24];
Boolean equip[24];
Boolean priest_spells[62],mage_spells[62];
short which_graphic,weap_poisoned;
Boolean advan[15],traits[15];
short race,exp_adj,direction;
} __attribute__((packed));
struct town_item_list {
item_record_type items[115];
} __attribute__((packed));
struct stored_town_maps_type {
char town_maps[200][8][64];
} __attribute__((packed));
typedef struct stored_outdoor_maps_type {
char outdoor_maps[100][6][48];
} __attribute__((packed));
struct stored_items_list_type {
item_record_type items[115];
} __attribute__((packed));
struct current_town_type {
short town_num, difficulty;
town_record_type town;
char explored[64][64];
Boolean hostile;
creature_list_type monst;
Boolean in_boat;
location p_loc;
} __attribute__((packed));
struct out_info_type {
char expl[96][96];
} __attribute__((packed));
// struct piles_of_stuff_dumping_type {
// char strings_ls[NLS][40];
// char strings_rs[NRS][40];
// char town_strs[180][256];
// char out_strs[120][256];
// char scen_strs[270][256];
// char talk_strs[170][256];
// scen_item_data_type scen_item_list;
// };
};
#endif