- Remove all field booleans except quickfire and belt, which have been moved to cCurTown - Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called - Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown - set_terrain function automatically updates belt present boolean if setting to a conveyor.
70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
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#ifndef BOE_GAME_GLOBAL_H
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#define BOE_GAME_GLOBAL_H
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#include <vector>
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#include <string>
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#include <sstream>
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#include "boe.consts.h"
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#define DRAG_EDGE 15
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#define NUM_TOWN_ITEMS 115
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#define DISPLAY_LEFT 23
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#define DISPLAY_TOP 23
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#define BITMAP_WIDTH 28
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#define BITMAP_HEIGHT 36
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//#define STORED_GRAPHICS 240
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#define PC_WIN_UL_X 291
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#define PC_WIN_UL_Y 5
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#define ITEM_WIN_UL_X 291
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#define ITEM_WIN_UL_Y 130
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#define TEXT_WIN_UL_X 291
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#define TEXT_WIN_UL_Y 283
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#define NUM_BUTTONS 15
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#define ASB add_string_to_buf
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#define PSD univ.party.stuff_done
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#define NUM_MONST_G 173
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#define NUM_TER_G 251
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#define NUM_ITEM_G 120
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#define NUM_FACE_G 80
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#define NUM_DLOG_G 28
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#define CDGT cd_retrieve_text_edit_str
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#define CDGN cd_retrieve_text_edit_num
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#define CDST cd_set_text_edit_str
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#define CDSN cd_set_text_edit_num
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struct scen_header_type {
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unsigned char flag1, flag2, flag3, flag4;
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unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
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unsigned char out_width,out_height,difficulty,intro_pic,rating;
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};
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struct scen_header_str_type{
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std::string name, who1, who2, file;
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};
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class cScenarioList {
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std::vector<scen_header_type> d;
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std::vector<scen_header_str_type> s;
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public:
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void clear() {d.clear(); s.clear();}
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size_t size() {return d.size();}
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void push_back(scen_header_type& head, scen_header_str_type& strs) {d.push_back(head); s.push_back(strs);}
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scen_header_type& data(size_t i) {return d.at(i);}
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scen_header_str_type& strs(size_t i) {return s.at(i);}
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};
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struct effect_pat_type {
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unsigned short pattern[9][9];
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};
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#endif
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