- Made boom drawing take from the new boom gworld rather than from the field gworld - Added enum for monster abilities (will be used for both of a monster's abilities, but isn't used yet) - Added supporting member functions for the new abilities (not used yet): get ability name and has ability - Added SDF pointer storage to the party structure together with supporting member functions (not used yet) - Deleted the "reserved" fields res1, res2, res3 in the monster struct git-svn-id: http://openexile.googlecode.com/svn/trunk@87 4ebdad44-0ea0-11de-aab3-ff745001d230
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
/*
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* terrain.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 TERRAIN_H
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#define TERRAIN_H
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#include <string>
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#include <iosfwd>
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namespace legacy { struct terrain_type_type; };
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// Depending on the special ability, the flags may need to be treated as either signed or unsigned
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union ter_flag_t {signed short s; unsigned short u;};
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class cTerrain {
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public:
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std::string name;
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short picture;
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unsigned char blockage;
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ter_flag_t flag1;
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ter_flag_t flag2;
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ter_flag_t flag3; // new additional flag for special properties
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eTerSpec special;
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ter_num_t trans_to_what;
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unsigned char fly_over;
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unsigned char boat_over;
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unsigned char block_horse;
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unsigned char light_radius;
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unsigned char step_sound;
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unsigned char shortcut_key; // for editor use only
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unsigned char obj_num; // ditto (formerly res1)
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unsigned char ground_type; // ditto (formerly res2)
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eTrimType trim_type; // ditto, mostly (formerly res3)
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unsigned short trim_ter; // ditto
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unsigned short combat_arena;
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location obj_pos; // editor use only
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location obj_size; // editor use only
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unsigned short i; // for temporary use in porting
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cTerrain& operator = (legacy::terrain_type_type& old);
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void writeTo(std::ostream& file);
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};
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#endif |