- Changes some C-strings to STL-strings - Fixed the problem where the spiderweb logo would not fully appear if ShowStartupSplash is disabled git-svn-id: http://openexile.googlecode.com/svn/trunk@54 4ebdad44-0ea0-11de-aab3-ff745001d230
153 lines
4.4 KiB
C++
153 lines
4.4 KiB
C++
/*
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* monster.h
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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namespace legacy {
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struct monster_record_type;
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struct creature_data_type;
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struct creature_start_type;
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};
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/* Monsters Stuff */
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/* Skills Same as PC */
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/* Monster Type */
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enum eMonsterType {
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MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
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MONSTER_TYPE_HUMAN = 0,
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MONSTER_TYPE_REPTILE = 1,
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MONSTER_TYPE_BEAST = 2,
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MONSTER_TYPE_IMPORTANT = 3,
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MONSTER_TYPE_MAGE = 4,
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MONSTER_TYPE_PRIEST = 5,
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MONSTER_TYPE_HUMANOID = 6,
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MONSTER_TYPE_DEMON = 7,
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MONSTER_TYPE_UNDEAD = 8,
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MONSTER_TYPE_GIANT = 9,
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MONSTER_TYPE_SLIME = 10,
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MONSTER_TYPE_STONE = 11,
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MONSTER_TYPE_BUG = 12,
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MONSTER_TYPE_DRAGON = 13,
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MONSTER_TYPE_MAGICAL = 14,
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};
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/* Attack Types */
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#define MONSTER_ATTACK_SWINGS 0
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#define MONSTER_ATTACK_CLAWS 1
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#define MONSTER_ATTACK_BITES 2
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#define MONSTER_ATTACK_SLIMES 3
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#define MONSTER_ATTACK_PUNCHES 4
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#define MONSTER_ATTACK_STINGS 5
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#define MONSTER_ATTACK_CLUBS 6
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#define MONSTER_ATTACK_BURNS 7
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#define MONSTER_ATTACK_HARMS 8
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#define MONSTER_ATTACK_STABS 9
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/* Special Ability a.k.a spec_skill */
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#define MONSTER_NO_SPECIAL_ABILITY 0
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#define MONSTER_THROWS_DARTS 1
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#define MONSTER_SHOOTS_ARROWS 2
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#define MONSTER_THROWS_SPEARS 3
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#define MONSTER_THROWS_ROCKS1 4 //4-24 damages
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#define MONSTER_THROWS_ROCKS2 5 //5-30 damages
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#define MONSTER_THROWS_ROCKS3 6 //6-36 damages
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#define MONSTER_THROWS_RAZORDISKS 7
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#define MONSTER_PETRIFICATION_RAY 8
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#define MONSTER_SP_DRAIN_RAY 9 //spell points drain ray
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#define MONSTER_HEAT_RAY 10
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#define MONSTER_INVISIBLE 11
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#define MONSTER_SPLITS 12
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#define MONSTER_MINDLESS 13
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#define MONSTER_BREATHES_STINKING_CLOUDS 14
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#define MONSTER_ICY_TOUCH 15
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#define MONSTER_XP_DRAINING_TOUCH 16
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#define MONSTER_ICY_AND_DRAINING_TOUCH 17
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#define MONSTER_SLOWING_TOUCH 18
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#define MONSTER_SHOOTS_WEB 19
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#define MONSTER_GOOD_ARCHER 20
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#define MONSTER_STEALS_FOOD 21
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#define MONSTER_PERMANENT_MARTYRS_SHIELD 22
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#define MONSTER_PARALYSIS_RAY 23
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#define MONSTER_DUMBFOUNDING_TOUCH 24
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#define MONSTER_DISEASE_TOUCH 25
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#define MONSTER_ABSORB_SPELLS 26
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#define MONSTER_WEB_TOUCH 27
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#define MONSTER_SLEEP_TOUCH 28
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#define MONSTER_PARALYSIS_TOUCH 29
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#define MONSTER_PETRIFICATION_TOUCH 30
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#define MONSTER_ACID_TOUCH 31
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#define MONSTER_BREATHES_SLEEP_CLOUDS 32
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#define MONSTER_ACID_SPIT 33
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#define MONSTER_SHOOTS_SPINES 34
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#define MONSTER_DEATH_TOUCH 35
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#define MONSTER_INVULNERABILITY 36
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#define MONSTER_GUARD 37
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/* Create Monsters/Fields */
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#define MONSTER_NO_RADIATE 0
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#define MONSTER_RADIATE_FIRE_FIELDS 1
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#define MONSTER_RADIATE_ICE_FIELDS 2
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#define MONSTER_RADIATE_SHOCK_FIELDS 3
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#define MONSTER_RADIATE_ANTIMAGIC_FIELDS 4
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#define MONSTER_RADIATE_SLEEP_FIELDS 5
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#define MONSTER_RADIATE_STINKING_CLOUDS 6
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//as said 7,8 and 9 are unused
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#define MONSTER_SUMMON1 10 //5 percent chance
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#define MONSTER_SUMMON2 11 //20 percent chance
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#define MONSTER_SUMMON3 12 //50 percent chance
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//as said 13 and 14 are unused
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#define MONSTER_DEATH_TRIGGERS 15 //death triggers global special
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class cMonster {
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public:
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unsigned char m_num,level;
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string m_name;
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short health,m_health,mp,max_mp;
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unsigned char armor,skill;
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short a[3];
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unsigned char a1_type,a23_type;
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eMonsterType m_type;
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unsigned char speed,ap,mu,cl,breath,breath_type,treasure,spec_skill,poison;
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short morale,m_morale;
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short corpse_item,corpse_item_chance;
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short status[15];
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unsigned char direction,immunities,x_width,y_width,radiate_1,radiate_2;
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unsigned char default_attitude,summon_type,default_facial_pic,res1,res2,res3;
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short picture_num;
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cMonster& operator = (legacy::monster_record_type& old);
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void writeTo(ostream& file, string prefix);
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};
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class cCreature {
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public:
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cMonster m_d;
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unsigned long id;
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unsigned short number;
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short active, attitude;
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unsigned char start_attitude;
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location start_loc, cur_loc;
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unsigned char mobility; // Was a bool, but am making it a char to allow for additional mobility states
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unsigned char time_flag;
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short summoned;
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unsigned char extra1, extra2;
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short spec1, spec2;
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char spec_enc_code, time_code;
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short monster_time, personality;
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short special_on_kill, facial_pic;
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short target;
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location targ_loc;
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cCreature();
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cCreature& operator = (legacy::creature_data_type old);
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cCreature& operator = (legacy::creature_start_type old);
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};
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