Files
oboe/Win32/Blades of Exile/global.h
Chokboyz 1fb77013b4 Classic Blades of Exile :
- Various aesthetics fixes (no more buttons cut in half, justified some buttons, etc)
- Clicking the help icon next to the (unused) job button now correctly displays help.
- Redid the implementation of the (new) "check statistic node" (replaces "has enough mage lore") to prevent potential compatibility breaking with legacy scenarios.
- Small change to the (new) "Set town status" (replaces "Make Town Hostile") for the same reason.
- To clarify, renamed the "Dispel spirit" item ability to "Ravage spirit" (as it is, in fact, the spell called by the ability).
- For the same reason, renamed the monster spell "Heal All" to "Full Heal", as it isn't a mass spell but a powerful (and reliable) self-healing spell for monsters.
- Aligned the sleep immunity on the mac version : Slimes (regardless of the monster number), Stone and Undead types monsters are immuned to sleep.
- Dart throwing now only takes 2 ap for monsters (corrected from invisibility ability).
- Field generating monsters are now immuned to the type of field they generate (corrected from an Exile 3 incomplete transition).
- Rewrote the pending special queue for better events handling (no more potential overflow, entering/exiting town events are now sure to happens)
- Implemented the "No Terrain Animation" option.
- Un/Equipping something while in combat now correctly updates the ap display.
- MOnsters missile abilities now show their correct damage range in description (game and editor).
- Bashing weapons charges (if any) are now correctly shown (as usual, next to the name).

Codewise :

- The game shouldn't check if the item to be equipped is food anymore.
- Replaced lots of number checks by "human-readable" constants (some new).
- Removed some false checks about awaken spell supposed to work as dispel field.
- Fleeing and winning an outdoor battle now call the run_special function with the correct parameter (was reversed, with no consequences, since it's never checked)
- AI doesn't check the monster number, when deciding if the monster should cast a mage spell, anymore.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@159 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-11-26 21:27:18 +00:00

478 lines
12 KiB
C++

#ifndef _GLOBAL_H
#define _GLOBAL_H
#include <windows.h>
#include <cstdio> /* for sprintf */
#include <cstdlib>
#include <cmath>
#include "classes/consts.h"
#include "classes/item.h"
#include "classes/location.h"
#include "classes/pc.h"
#define huge
/*GK+*/
typedef unsigned char BYTE;
POINT MAKEPOINT(LONG lparam);
extern HINSTANCE store_hInstance;
void DebugQuit(char * msg);
struct RECT16
{
short left;
short top;
short right;
short bottom;
RECT rect32();
RECT16 () {}
RECT16 (const RECT & );
RECT16 & operator=(const RECT &);
};
#define T_M 60
#define NUM_TOWN_ITEMS 115
#define BITMAP_WIDTH 28
#define BITMAP_HEIGHT 36
#define PC_WIN_UL_X 291
#define PC_WIN_UL_Y 5
#define ITEM_WIN_UL_X 291
#define ITEM_WIN_UL_Y 130
#define TEXT_WIN_UL_X 291
#define TEXT_WIN_UL_Y 283
#define NUM_BUTTONS 15
#define ASB add_string_to_buf
#define PSD party.stuff_done
#define FCD fancy_choice_dialog
#define NUM_MONST_G 173
typedef char Boolean;
struct shortloc { short x, y; };
struct special_node_type
{
short type,sd1,sd2,pic,m1,m2,ex1a,ex1b,ex2a,ex2b,jumpto;
void flip(); /* reverse byte order */
};
typedef struct {
short personality,type;
char link1[4],link2[4];
short extras[4];
} talking_node_type;
typedef struct {
unsigned char strlens[200];
talking_node_type talk_nodes[60];
} talking_record_type;
typedef struct {
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;
} terrain_type_type;
struct wandering_type
{
unsigned char monst[4];
bool isNull() const;
};
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;
bool isNull() const;
};
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];
RECT16 info_rect[8];
unsigned char strlens[180];
special_node_type specials[60];
void flip(); /* reverse byte order */
};
typedef struct {
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;
} creature_start_type;
typedef struct {
location item_loc;
short item_code,ability;
unsigned char charges,always_there,property,contained;
} preset_item_type;
typedef struct {
location field_loc;
short field_type;
} preset_field_type;
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];
RECT16 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 defy_mapping,defy_scrying;
char hostile_spec_to_call,res2;
/* bool strong_barriers : 1;
bool defy_mapping : 1;
char reserved_bits : 6;*/
short difficulty;
/* functions */
location getSpecLoc(int spec);
};
struct big_tr_type
{
unsigned char terrain[64][64];
RECT16 room_rect[16];
creature_start_type creatures[60];
unsigned char lighting[8][64];
};
typedef struct {
unsigned char terrain[48][48];
RECT16 room_rect[16];
creature_start_type creatures[40];
unsigned char lighting[6][48];
} ave_tr_type;
typedef struct {
unsigned char terrain[32][32];
RECT16 room_rect[16];
creature_start_type creatures[30];
unsigned char lighting[4][32];
} tiny_tr_type;
typedef struct {
item_record_type scen_items[400];
char monst_names[256][20];
char ter_names[256][30];
} scen_item_data_type;
typedef struct {
short ter_type,item_num[10],item_odds[10],property;
} item_storage_shortcut_type;
typedef struct {
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;
} monster_record_type;
/* monster_record_type.immunities : */
/*
0000 0001 Resist Magic
0000 0010 Immune To Magic
0000 0100 Resist Fire
0000 1000 Immune To Fire
0001 0000 Resist Cold
0010 0000 Immune To Cold
0100 0000 Resist Poison
1000 0000 Immune To Poison
*/
/* CREATURE_DATA_TYPE */
class creature_data_type
{
/* variables */
public:
short active,attitude;
unsigned char number;
location m_loc;
monster_record_type m_d;
Boolean mobile;
short summoned;
creature_start_type monst_start;
/* functions */
private:
void adjustMagic(short *how_much);
public:
void poison(short how_much);
void acid(short how_much);
void slow(short how_much);
void curse(short how_much);
void web(short how_much);
void scare(short how_much);
void disease(short how_much);
void dumbfound(short how_much);
void charm(short penalty, short which_status, short amount);
void record();
};
typedef struct {
location horse_loc,horse_loc_in_sec,horse_sector;
short which_town;
Boolean exists,property;
} horse_record_type;
typedef struct {
location boat_loc,boat_loc_in_sec,boat_sector;
short which_town;
Boolean exists,property;
} boat_record_type;
typedef struct {
unsigned char flag1, flag2, flag3, flag4;
unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
} scen_header_type;
typedef struct {
unsigned char flag1, flag2, flag3, flag4;
unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
//ver = scenario (inner) version
//prog_make_ver = scenario "format" version (prog_make_ver[0] == 1 means it's a legacy scenario)
unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
unsigned char town_size[200];
unsigned char town_hidden[200],a;
short flag_a;
short intro_mess_pic,intro_mess_len;
location where_start,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];
RECT16 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;
short adjust_diff;
location last_out_edited;
short last_town_edited;
} scenario_data_type;
// for game
typedef struct {
short personality;
short town_num;
short str1,str2;
} talk_save_type;
typedef struct {
creature_data_type dudes[60];
short which_town;
short friendly;
} creature_list_type;
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;
/* functions */
short placeMonster(unsigned char which, location where);
short countMonsters();
void activateMonsters(short code);
};
struct outdoor_creature_type
{
Boolean exists;
short direction;
out_wandering_type what_monst;
location which_sector,m_loc;
};
struct party_record_type
{
long age;
unsigned short gold,food;
unsigned char stuff_done[310][10],item_taken[200][8]; //stuff_done[309] is compatibility switches
short light_level;
location outdoor_corner,i_w_c,p_loc,loc_in_sec;
boat_record_type boats[30];
horse_record_type horses[30];
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];
unsigned long total_m_killed,total_dam_done,total_xp_gained,total_dam_taken;
char scen_name[256];
/* functions */
bool isFlying() { return (bool) stuff_done[SDF_FLYING]; }
void giveGold(short amount, bool print_result);
bool takeGold(short amount, bool print_result);
void giveFood(short amount, bool print_result);
short takeFood(short amount, bool print_result);
};
typedef struct { char town_maps[200][8][64]; } stored_town_maps_type;
typedef struct { char town_strs[180][256]; } piles_of_stuff_dumping_type;
typedef struct {
char scen_header_strs[3][80];
char scen_names[256];
} piles_of_stuff_dumping_type2;
typedef struct { char talk_strs[170][256]; } piles_of_stuff_dumping_type3;
typedef struct { char out_strs[9][256]; } outdoor_strs_type;
typedef struct { outdoor_strs_type outdoor_text[2][2]; } piles_of_stuff_dumping_type4;
typedef struct { char scen_strs[160][256]; } piles_of_stuff_dumping_type5;
class pc_array
{
private:
//pc_record_type pc[6];
pc_record_type pc[NUM_OF_PCS];
public:
pc_record_type & operator[](int num) { return pc[num]; }
/* remember - all this functions refer to all PCs */
void affect(short type, short how_much);
void cure(short how_much); /* cure all */
void disease(short how_much); /* disease all */
void dumbfound(short how_much); /* dumb all */
void damage(short how_much, short damage_type); /* damage all */
void heal(short how_much); /* heal all */
void kill(short mode); /* kill all */
void poison(short how_much); /* poison all */
void drainXP(short how_much); // drain experience points
void giveXP(short how_much); // give experience points
void restoreSP(short how_much); // restore spell points
bool hasAbil(short ability);
bool isPoisoned(); /* is someone posioned? */
short getMageLore(); /* count total mage lore */
short getTotalLevel();
short getTotalLuck();
bool checkClass(short item_class,short mode);
};
typedef struct { unsigned char setup[4][64][64]; } setup_save_type;
typedef struct { unsigned char pattern[9][9]; } effect_pat_type;
typedef struct { item_record_type items[NUM_TOWN_ITEMS]; } stored_items_list;
typedef struct { char outdoor_maps[100][6][48]; } stored_outdoor_maps_type;
//extern short s_pow(short x,short y);
//extern short get_ran (short times, short min, short max);
Boolean same_point(location p1,location p2);
void pause(short length);
void Delay(short val,long *dummy);
void alter_rect(RECT *r) ;
void alter_rect(RECT16 *r) ;
Boolean sd_legit(short a, short b);
typedef struct {
short queued_special;
long trigger_time;
unsigned short mode;
unsigned char type; // 0 - scen, 1 - out, 2 - town
location where;
}pending_special_type;
//text buffer struct (i.e bottom right window's content)
typedef struct {
char line[50];
} buf_line;
#endif