- Canonicalized the header guards - Removed all the sneaky dependencies between files - Made sure includes were properly sorted
189 lines
5.8 KiB
C++
189 lines
5.8 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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#ifndef BOE_DATA_MONSTER_H
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#define BOE_DATA_MONSTER_H
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#include <string>
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#include <iosfwd>
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#include "soundtool.h"
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#include "simpletypes.h"
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#include "graphtool.h"
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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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/* 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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#define MONSTER_NO_SPECIAL_ABILITY 0
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#define MONSTER_THROWS_DARTS 1 //1-6
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#define MONSTER_SHOOTS_ARROWS 2 //2-12
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#define MONSTER_THROWS_SPEARS 3 //3-18
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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 //4-24
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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 //7-42
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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 //7-42
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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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struct cAttack{
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unsigned char dice, sides, type;
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// TODO: Remove the need for these operators by changing the code that uses them
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operator int();
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cAttack& operator=(int n);
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};
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struct cAbility{
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eMonstAbil abil;
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unsigned char extra1, extra2;
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operator std::string();
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};
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unsigned char level;
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std::string m_name;
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short health; // TODO: Move health, mp and max_mp to cCreature
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short m_health;
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short mp;
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short max_mp;
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unsigned char armor;
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unsigned char skill;
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cAttack a[3];
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eMonsterType m_type;
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unsigned char speed;
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unsigned char ap; // TODO: Move ap to cCreature
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unsigned char mu;
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unsigned char cl;
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unsigned char breath;
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unsigned char breath_type;
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unsigned char treasure;
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unsigned char spec_skill; // TODO: Delete in favour of cAbility
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unsigned char poison;
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short morale,m_morale; // TODO: Move to cCreature (since these are calculated in-game based on the level)
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item_num_t corpse_item;
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short corpse_item_chance;
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short status[15]; // TODO: Move to cCreature
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unsigned char direction; // TODO: Move direction to cCreature
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unsigned char immunities;
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unsigned char x_width,y_width;
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unsigned char radiate_1; // TODO: Delete in favour of cAbility
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unsigned short radiate_2; // I THINK this is the extra field for the second ability TODO: Delete in favour of cAbility
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unsigned char default_attitude;
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unsigned char summon_type;
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pic_num_t default_facial_pic;
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pic_num_t picture_num;
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str_num_t see_str1, see_str2;
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snd_num_t see_sound, ambient_sound; // ambient_sound has a chance of being played every move
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spec_num_t see_spec;
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private:
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cAbility abil1, abil2;
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public:
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std::string getAbil1Name();
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std::string getAbil2Name();
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bool hasAbil(eMonstAbil what, unsigned char* x1 = NULL, unsigned char* x2 = NULL);
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cMonster& operator = (legacy::monster_record_type& old);
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cMonster();
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void writeTo(std::ostream& file);
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};
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class cCreature : public cMonster {
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public:
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using cMonster::operator=;
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unsigned long id;
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m_num_t number; // TODO: This appears to be a duplicate of cMonster::m_num (ie it's used for the same thing)
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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(int num);
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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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cCreature& operator = (const cCreature& other);
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//cCreature& operator = (const cMonster& other);
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void writeTo(std::ostream& file);
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};
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std::ostream& operator << (std::ostream& out, eStatus& e);
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std::istream& operator >> (std::istream& in, eStatus& e);
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std::ostream& operator << (std::ostream& out, eRace& e);
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std::istream& operator >> (std::istream& in, eRace& e);
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std::ostream& operator << (std::ostream& out, eMonstAbil& e);
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std::istream& operator >> (std::istream& in, eMonstAbil& e);
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#endif |