Files
oboe/osx/classes/simpletypes.h
Celtic Minstrel c958e5b01c - Generalized the special queue which was formerly used only for town enter/leave specials, and made the see monster special also use it.
- Redid the draw items and draw fields code to draw just on one space rather than the entire area.
- Fixed bug where special spots were not masked properly.
- Removed some large chunks of commented, obsolete code.
- Found and fixed bug where the instant help system caused the game to believe you had stolen items when in fact you hadn't.
- Added enum for special node context (ie the context in which a special node is being run); not really used yet though.
- Added support and graphic for forcecage, and graphic for stone block; mechanics not yet implemented.

git-svn-id: http://openexile.googlecode.com/svn/trunk@88 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-02 02:07:17 +00:00

509 lines
14 KiB
C

/*
* simpletypes.h
* BoE
*
* Created by Celtic Minstrel on 01/06/09.
*
*/
typedef unsigned short m_num_t;
typedef unsigned short ter_num_t;
typedef signed short spec_num_t;
typedef signed short item_num_t;
typedef unsigned short str_num_t;
/* adven[i].race */ //complete
enum eRace {
RACE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
RACE_HUMAN = 0,
RACE_NEPHIL = 1,
RACE_SLITH = 2,
RACE_VAHNATAI = 3,
RACE_REPTILE = 4,
RACE_BEAST = 5,
RACE_IMPORTANT = 6,
RACE_MAGE = 7,
RACE_PRIEST = 8,
RACE_HUMANOID = 9,
RACE_DEMON = 10,
RACE_UNDEAD = 11,
RACE_GIANT = 12,
RACE_SLIME = 13,
RACE_STONE = 14,
RACE_BUG = 15,
RACE_DRAGON = 16,
RACE_MAGICAL = 17,
RACE_PLANT = 18,
RACE_BIRD = 19,
}; // TODO: Expand and merge with eMonsterType
/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc
enum eStatus {
STATUS_POISONED_WEAPON = 0,
STATUS_BLESS_CURSE = 1,
STATUS_POISON = 2,
STATUS_HASTE_SLOW = 3,
STATUS_INVULNERABLE = 4,
STATUS_MAGIC_RESISTANCE = 5,
STATUS_WEBS = 6,
STATUS_DISEASE = 7,
STATUS_INVISIBLE = 8, //sanctuary
STATUS_DUMB = 9,
STATUS_MARTYRS_SHIELD = 10,
STATUS_ASLEEP = 11,
STATUS_PARALYZED = 12,
STATUS_ACID = 13,
};
/* Monster Type */
enum eMonsterType {
MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
MONSTER_TYPE_HUMAN = 0,
MONSTER_TYPE_REPTILE = 1,
MONSTER_TYPE_BEAST = 2,
MONSTER_TYPE_IMPORTANT = 3,
MONSTER_TYPE_MAGE = 4,
MONSTER_TYPE_PRIEST = 5,
MONSTER_TYPE_HUMANOID = 6,
MONSTER_TYPE_DEMON = 7,
MONSTER_TYPE_UNDEAD = 8,
MONSTER_TYPE_GIANT = 9,
MONSTER_TYPE_SLIME = 10,
MONSTER_TYPE_STONE = 11,
MONSTER_TYPE_BUG = 12,
MONSTER_TYPE_DRAGON = 13,
MONSTER_TYPE_MAGICAL = 14,
};
/* Special Ability a.k.a spec_skill */
enum eMonstAbil {
MONST_NO_ABIL = 0,
// Missile abilities (extra1 = number of sided dice; extra2 = number of sides)
MONST_THROWS_DARTS = 10,
MONST_SHOOTS_ARROWS,
MONST_THROWS_SPEARS,
MONST_THROWS_ROCKS,
MONST_THROWS_RAZORDISKS,
MONST_GOOD_ARCHER,
MONST_SHOOTS_SPINES,
MONST_THROWS_KNIVES,
// Ray abilities (extra1 = type of damage / status where applicable)
MONST_DAMAGE_RAY = 20,
MONST_STATUS_RAY,
MONST_PETRIFY_RAY,
MONST_DRAIN_SP_RAY,
MONST_DRAIN_XP_RAY,
MONST_DRAIN_XP_DAMAGE_RAY,
MONST_KILL_RAY,
MONST_STEAL_FOOD_RAY,
MONST_STEAL_GOLD_RAY,
// Touch abilities (extra1 = type of damage / status where applicable)
MONST_DAMAGE_TOUCH = 30,
MONST_STATUS_TOUCH,
MONST_PETRIFY_TOUCH,
MONST_DRAIN_SP_TOUCH,
MONST_DRAIN_XP_TOUCH,
MONST_DRAIN_XP_DAMAGE_TOUCH,
MONST_KILL_TOUCH,
MONST_STEAL_FOOD_TOUCH,
MONST_STEAL_GOLD_TOUCH,
// Summon abilities (extra1 = which monster / type / species; extra2 = % chance)
MONST_SUMMON_ONE = 40,
MONST_SUMMON_TYPE,
MONST_SUMMON_SPECIES,
MONST_SUMMON_RANDOM,
MONST_MASS_SUMMON,
// Misc abilities (extra1 = field / special #; extra2 = % chance for radiate only)
MONST_SPLITS = 50,
MONST_FIELD_MISSILE,
MONST_MARTYRS_SHIELD,
MONST_ABSORB_SPELLS,
MONST_INVULNERABLE,
MONST_RADIATE,
MONST_CALL_LOCAL_SPECIAL,
MONST_CALL_GLOBAL_SPECIAL,
};
/* Terrains Specials Properties : scenario.ter_types[i].special */ //complete
enum eTerSpec {
// TER_SPEC_NONE = 0,
// TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
// TER_SPEC_DOES_FIRE_DAMAGE = 2,
// TER_SPEC_DOES_COLD_DAMAGE = 3,
// TER_SPEC_DOES_MAGIC_DAMAGE = 4,
// TER_SPEC_POISON_LAND = 5,
// TER_SPEC_DISEASED_LAND = 6,
// TER_SPEC_CRUMBLING_TERRAIN = 7,
// TER_SPEC_LOCKABLE_TERRAIN = 8,
// TER_SPEC_UNLOCKABLE_TERRAIN = 9,
// TER_SPEC_UNLOCKABLE_BASHABLE = 10,
// TER_SPEC_IS_A_SIGN = 11,
// TER_SPEC_CALL_LOCAL_SPECIAL = 12,
// TER_SPEC_CALL_SCENARIO_SPECIAL = 13,
// TER_SPEC_IS_A_CONTAINER = 14,
// TER_SPEC_WATERFALL = 15,
// TER_SPEC_CONVEYOR_NORTH = 16,
// TER_SPEC_CONVEYOR_EAST = 17,
// TER_SPEC_CONVEYOR_SOUTH = 18,
// TER_SPEC_CONVEYOR_WEST = 19,
// TER_SPEC_BLOCKED_TO_MONSTERS = 20,
// TER_SPEC_TOWN_ENTRANCE = 21,
// TER_SPEC_CHANGE_WHEN_USED = 22,
// TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
TER_SPEC_NONE = 0,
TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
TER_SPEC_DAMAGING = 2,
TER_SPEC_BRIDGE = 3, // new
TER_SPEC_BED = 4, // new
TER_SPEC_DANGEROUS = 5,
TER_SPEC_UNUSED1 = 6,
TER_SPEC_CRUMBLING = 7,
TER_SPEC_LOCKABLE = 8,
TER_SPEC_UNLOCKABLE = 9,
TER_SPEC_UNUSED2 = 10,
TER_SPEC_IS_A_SIGN = 11,
TER_SPEC_CALL_SPECIAL = 12,
TER_SPEC_UNUSED3 = 13,
TER_SPEC_IS_A_CONTAINER = 14,
TER_SPEC_WATERFALL = 15,
TER_SPEC_CONVEYOR = 16,
TER_SPEC_UNUSED4 = 17,
TER_SPEC_UNUSED5 = 18,
TER_SPEC_UNUSED6 = 19,
TER_SPEC_BLOCKED_TO_MONSTERS = 20,
TER_SPEC_TOWN_ENTRANCE = 21,
TER_SPEC_CHANGE_WHEN_USED = 22,
TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
// 1. Change when step on (What to change to, number of sound, Unused)
// 2. Damaging terrain; can't rest here (Amount of damage done, multiplier, damage type)
// 3. Reserved
// 4. Reserved
// 5. Dangerous land; can't rest here; percentage chance may be 0 (Strength, Percentage chance, status type)
// 6. Reserved
// 7. Crumbling terrain (Terrain to change to, strength?, destroyed by what - quickfire, shatter/move mountains, or both)
// 8. Lockable terrain (Terrain to change to when locked, Unused, Unused)
// 9. Unlockable terrain (Terrain to change to when locked, Difficulty, can be bashed)
// 10. Reserved
// 11. Sign (Unused, Unused, Unused)
// 12. Call special (Special to call, local or scenario?, Unused)
// 13. Reserved
// 14. Container (Unused, Unused, Unused)
// 15. Waterfall (Direction, Unused, Unused)
// 16. Conveyor Belt (Direction, Unused, Unused)
// 17. Reserved
// 18. Reserved
// 19. Reserved
// 20. Blocked to Monsters (Unused, Unused, Unused)
// 21. Town entrance (Terrain type if hidden, Unused, Unused)
// 22. Change when Used (Terrain to change to when used, Number of sound, Unused)
// 23. Call special when used (Special to call, local or scenario?, Unused)
// 24. Bridge - if the party boats over it, they get the option to land. (Unused, Unused, Unused)
};
enum eTrimType {
TRIM_NONE = 0,
TRIM_WALL = 1, // not a trim, but trims will conform to it as if it's the same ground type (eg stone wall)
TRIM_S, TRIM_SE, TRIM_E, TRIM_NE, TRIM_N, TRIM_NW, TRIM_W, TRIM_SW,
TRIM_NE_INNER, TRIM_SE_INNER, TRIM_SW_INNER, TRIM_NW_INNER,
TRIM_FRILLS = 14, // like on lava and underground water; no trim_ter required
TRIM_ROAD = 15, // the game will treat it like a road space and draw roads; no trim_ter required
TRIM_WALKWAY = 16, // the game will draw walkway corners; trim_ter is base terrain to draw on
TRIM_WATERFALL = 17, // special case for waterfalls
TRIM_CITY = 18, // the game will join roads up to this space but not draw roads on the space
};
/* items[i].type a.k.a type of weapon */
enum eWeapType {
ITEM_NOT_MELEE = 0,
ITEM_EDGED = 1,
ITEM_BASHING = 2,
ITEM_POLE = 3,
};
/* items[i].variety a.k.a item type (in editor) */
enum eItemType {
ITEM_TYPE_NO_ITEM = 0,
ITEM_TYPE_ONE_HANDED = 1,
ITEM_TYPE_TWO_HANDED = 2,
ITEM_TYPE_GOLD = 3,
ITEM_TYPE_BOW = 4,
ITEM_TYPE_ARROW = 5,
ITEM_TYPE_THROWN_MISSILE = 6,
ITEM_TYPE_POTION = 7, // potion/magic item
ITEM_TYPE_SCROLL = 8, // scroll/magic item
ITEM_TYPE_WAND = 9,
ITEM_TYPE_TOOL = 10,
ITEM_TYPE_FOOD = 11,
ITEM_TYPE_SHIELD = 12,
ITEM_TYPE_ARMOR = 13,
ITEM_TYPE_HELM = 14,
ITEM_TYPE_GLOVES = 15,
ITEM_TYPE_SHIELD_2 = 16,
// don't know why a second type of shield is used ; it is actually checked
// in the armor code (item >= 12 and <= 17)
// and you can't equip another (12) shield while wearing it ... I didn't
// find a single item with this property in the bladbase.exs ...
ITEM_TYPE_BOOTS = 17,
ITEM_TYPE_RING = 18,
ITEM_TYPE_NECKLACE = 19,
ITEM_TYPE_WEAPON_POISON = 20,
ITEM_TYPE_NON_USE_OBJECT = 21,
ITEM_TYPE_PANTS = 22,
ITEM_TYPE_CROSSBOW = 23,
ITEM_TYPE_BOLTS = 24,
ITEM_TYPE_MISSILE_NO_AMMO = 25, //e.g slings
ITEM_TYPE_UNUSED1 = 26, // these are here solely because they are options in the editor
ITEM_TYPE_UNUSED2 = 27,
};
/* items[i].ability */
enum eItemAbil {
// Weapon abilities
ITEM_NO_ABILITY = 0,
ITEM_FLAMING_WEAPON = 1,
ITEM_DEMON_SLAYER = 2,
ITEM_UNDEAD_SLAYER = 3,
ITEM_LIZARD_SLAYER = 4,
ITEM_GIANT_SLAYER = 5,
ITEM_MAGE_SLAYER = 6,
ITEM_PRIEST_SLAYER = 7,
ITEM_BUG_SLAYER = 8,
ITEM_ACIDIC_WEAPON = 9,
ITEM_SOULSUCKER = 10,
ITEM_DRAIN_MISSILES = 11,
ITEM_WEAK_WEAPON = 12,
ITEM_CAUSES_FEAR = 13,
ITEM_POISONED_WEAPON = 14,
// General abilities
ITEM_PROTECTION = 30,
ITEM_FULL_PROTECTION = 31,
ITEM_FIRE_PROTECTION = 32,
ITEM_COLD_PROTECTION = 33,
ITEM_POISON_PROTECTION = 34,
ITEM_MAGIC_PROTECTION = 35,
ITEM_ACID_PROTECTION = 36,
ITEM_SKILL = 37,
ITEM_STRENGTH = 38,
ITEM_DEXTERITY = 39,
ITEM_INTELLIGENCE = 40,
ITEM_ACCURACY = 41,
ITEM_THIEVING = 42,
ITEM_GIANT_STRENGTH = 43,
ITEM_LIGHTER_OBJECT = 44,
ITEM_HEAVIER_OBJECT = 45,
ITEM_OCCASIONAL_BLESS = 46,
ITEM_OCCASIONAL_HASTE = 47,
ITEM_LIFE_SAVING = 48,
ITEM_PROTECT_FROM_PETRIFY = 49,
ITEM_REGENERATE = 50,
ITEM_POISON_AUGMENT = 51,
ITEM_DISEASE_PARTY = 52,
ITEM_WILL = 53,
ITEM_FREE_ACTION = 54,
ITEM_SPEED = 55,
ITEM_SLOW_WEARER = 56,
ITEM_PROTECT_FROM_UNDEAD = 57,
ITEM_PROTECT_FROM_DEMONS = 58,
ITEM_PROTECT_FROM_HUMANOIDS = 59,
ITEM_PROTECT_FROM_REPTILES = 60,
ITEM_PROTECT_FROM_GIANTS = 61,
ITEM_PROTECT_FROM_DISEASE = 62,
// Nonspell Usable
ITEM_POISON_WEAPON = 70, //put poison on weapon
ITEM_BLESS_CURSE = 71,
ITEM_AFFECT_POISON = 72,
ITEM_HASTE_SLOW = 73,
ITEM_AFFECT_INVULN = 74,
ITEM_AFFECT_MAGIC_RES = 75,
ITEM_AFFECT_WEB = 76,
ITEM_AFFECT_DISEASE = 77,
ITEM_AFFECT_SANCTUARY = 78,
ITEM_AFFECT_DUMBFOUND = 79,
ITEM_AFFECT_MARTYRS_SHIELD = 80,
ITEM_AFFECT_SLEEP = 81,
ITEM_AFFECT_PARALYSIS = 82,
ITEM_AFFECT_ACID = 83,
ITEM_BLISS = 84,
ITEM_AFFECT_EXPERIENCE = 85,
ITEM_AFFECT_SKILL_POINTS = 86,
ITEM_AFFECT_HEALTH = 87,
ITEM_AFFECT_SPELL_POINTS = 88,
ITEM_DOOM = 89,
ITEM_LIGHT = 90,
ITEM_STEALTH = 91,
ITEM_FIREWALK = 92,
ITEM_FLYING = 93,
ITEM_MAJOR_HEALING = 94,
// Spell Usable
ITEM_SPELL_FLAME = 110,
ITEM_SPELL_FIREBALL = 111,
ITEM_SPELL_FIRESTORM = 112,
ITEM_SPELL_KILL = 113,
ITEM_SPELL_ICE_BOLT = 114,
ITEM_SPELL_SLOW = 115,
ITEM_SPELL_SHOCKWAVE = 116,
ITEM_SPELL_DISPEL_UNDEAD = 117,
ITEM_SPELL_DISPEL_SPIRIT = 118,
ITEM_SPELL_SUMMONING = 119,
ITEM_SPELL_MASS_SUMMONING = 120,
ITEM_SPELL_ACID_SPRAY = 121,
ITEM_SPELL_STINKING_CLOUD = 122,
ITEM_SPELL_SLEEP_FIELD = 123,
ITEM_SPELL_VENOM = 124,
ITEM_SPELL_SHOCKSTORM = 125,
ITEM_SPELL_PARALYSIS = 126,
ITEM_SPELL_WEB_SPELL = 127,
ITEM_SPELL_STRENGTHEN_TARGET = 128, //wand of carrunos effect
ITEM_SPELL_QUICKFIRE = 129,
ITEM_SPELL_MASS_CHARM = 130,
ITEM_SPELL_MAGIC_MAP = 131,
ITEM_SPELL_DISPEL_BARRIER = 132,
ITEM_SPELL_MAKE_ICE_WALL = 133,
ITEM_SPELL_CHARM_SPELL = 134,
ITEM_SPELL_ANTIMAGIC_CLOUD = 135,
// Reagents
ITEM_HOLLY = 150, // Holly/Toadstool
ITEM_COMFREY_ROOT = 151,
ITEM_GLOWING_NETTLE = 152,
ITEM_WORMGRASS = 153, // Crypt Shroom/Wormgr.
ITEM_ASPTONGUE_MOLD = 154,
ITEM_EMBER_FLOWERS = 155,
ITEM_GRAYMOLD = 156,
ITEM_MANDRAKE = 157,
ITEM_SAPPHIRE = 158,
ITEM_SMOKY_CRYSTAL = 159,
ITEM_RESSURECTION_BALM = 160,
ITEM_LOCKPICKS = 161,
// Missile Abilities
ITEM_MISSILE_RETURNING = 170,
ITEM_MISSILE_LIGHTNING = 171,
ITEM_MISSILE_EXPLODING = 172,
ITEM_MISSILE_ACID = 173,
ITEM_MISSILE_SLAY_UNDEAD = 174,
ITEM_MISSILE_SLAY_DEMON = 175,
ITEM_MISSILE_HEAL_TARGET = 176,
};
/* adven[i].skills */ //complete
enum eSkill {
SKILL_STRENGTH = 0,
SKILL_DEXTERITY = 1,
SKILL_INTELLIGENCE = 2,
SKILL_EDGED_WEAPONS = 3,
SKILL_BASHING_WEAPONS = 4,
SKILL_POLE_WEAPONS = 5,
SKILL_THROWN_MISSILES = 6,
SKILL_ARCHERY = 7,
SKILL_DEFENSE = 8,
SKILL_MAGE_SPELLS = 9,
SKILL_PRIEST_SPELLS = 10,
SKILL_MAGE_LORE = 11,
SKILL_ALCHEMY = 12,
SKILL_ITEM_LORE = 13,
SKILL_DISARM_TRAPS = 14,
SKILL_LOCKPICKING = 15,
SKILL_ASSASSINATION = 16,
SKILL_POISON = 17,
SKILL_LUCK = 18,
};
/* adven[i].traits */ //complete
enum eTrait {
TRAIT_TOUGHNESS = 0,
TRAIT_MAGICALLY_APT = 1,
TRAIT_AMBIDEXTROUS = 2,
TRAIT_NIMBLE = 3,
TRAIT_CAVE_LORE = 4,
TRAIT_WOODSMAN = 5,
TRAIT_GOOD_CONST = 6,
TRAIT_HIGHLY_ALERT = 7,
TRAIT_STRENGTH = 8,
TRAIT_RECUPERATION = 9,
TRAIT_SLUGGISH = 10,
TRAIT_MAGICALLY_INEPT = 11,
TRAIT_FRAIL = 12,
TRAIT_CHRONIC_DISEASE = 13,
TRAIT_BAD_BACK = 14,
TRAIT_PACIFIST = 15,
};
/* damage type*/
/* used as parameter to some functions */
enum eDamageType {
DAMAGE_WEAPON = 0,
DAMAGE_FIRE = 1,
DAMAGE_POISON = 2,
DAMAGE_MAGIC = 3,
DAMAGE_UNBLOCKABLE = 4, //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp)
DAMAGE_COLD = 5,
DAMAGE_UNDEAD = 6, //from the source files - the display is the same as the weapon one
DAMAGE_DEMON = 7, //from the source files - the display is the same as the weapon one
// 8 and 9 aren't defined : doesn't print any damage. According to the source files the 9 is DAMAGE_MARKED though. Wrong ?
DAMAGE_MARKED = 10, // usage: DAMAGE_MARKED + damage_type
DAMAGE_WEAPON_MARKED = 10,
DAMAGE_FIRE_MARKED = 11,
DAMAGE_POISON_MARKED = 12,
DAMAGE_MAGIC_MARKED = 13,
DAMAGE_UNBLOCKABLE_MARKED = 14,
DAMAGE_COLD_MARKED = 15,
DAMAGE_UNDEAD_MARKED = 16,
DAMAGE_DEMON_MARKED = 17,
DAMAGE_NO_PRINT = 30, // usage: DAMAGE_NO_PRINT + damage_type
DAMAGE_WEAPON_NO_PRINT = 30,
DAMAGE_FIRE_NO_PRINT = 31,
DAMAGE_POISON_NO_PRINT = 32,
DAMAGE_MAGIC_NO_PRINT = 33,
DAMAGE_UNBLOCKABLE_NO_PRINT = 34,
DAMAGE_COLD_NO_PRINT = 35,
DAMAGE_UNDEAD_NO_PRINT = 36,
DAMAGE_DEMON_NO_PRINT = 37,
// What about both NO_PRINT and MARKED?
};
inline void operator -= (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED && cur >= DAMAGE_MARKED && cur < DAMAGE_NO_PRINT) ||
(othr == DAMAGE_NO_PRINT && cur >= DAMAGE_NO_PRINT))
cur = (eDamageType) ((int)cur - (int)othr);
}
inline void operator += (eDamageType& cur, eDamageType othr){
if((othr == DAMAGE_MARKED || othr == DAMAGE_NO_PRINT) && cur < DAMAGE_MARKED)
cur = (eDamageType) ((int)cur + (int)othr);
}
//class sbyte {
// signed char c;
//public:
// operator int() {return c;}
// sbyte(signed char k) : c(k) {}
//}
enum eSpecContext {
SPEC_OUT_MOVE = 0,
SPEC_TOWN_MOVE = 1,
SPEC_COMBAT_MOVE = 2,
SPEC_OUT_LOOK = 3,
SPEC_TOWN_LOOK = 4,
SPEC_ENTER_TOWN = 5,
SPEC_LEAVE_TOWN = 6,
SPEC_TALK = 7,
SPEC_USE_SPEC_ITEM = 8,
SPEC_TOWN_TIMER = 9,
SPEC_SCEN_TIMER = 10,
SPEC_PARTY_TIMER = 11,
SPEC_KILL_MONST = 12,
SPEC_OUTDOOR_ENC = 13,
SPEC_WIN_ENCOUNTER = 14,
SPEC_FLEE_ENCOUNTER = 15,
SPEC_TARGET = 16,
SPEC_USE_SPACE = 17,
SPEC_SEE_MONST = 18,
};