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1758 lines
52 KiB
C++
1758 lines
52 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_OBJPROTO_H
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#define SAGA2_OBJPROTO_H
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#include "saga2/idtypes.h"
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#include "saga2/sprite.h"
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#include "saga2/spells.h"
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#include "saga2/effects.h"
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#include "saga2/tcoords.h"
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namespace Saga2 {
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class Actor;
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class gameObject;
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/* ===================================================================== *
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Exports
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* ===================================================================== */
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extern const int16 objectCount; // Number of elements in the object list
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extern int16 worldCount; // Number of elements in the world list
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#define Permanent ((uint8)255)
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/* ===================================================================== *
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Object ID's
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* ===================================================================== */
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// Various inline tests for object type
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inline bool isObject(ObjectID id) {
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return (id < objectCount);
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}
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inline bool isActor(ObjectID id) {
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return (id >= ActorBaseID && id < ActorBaseID + kActorCount);
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}
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inline bool isWorld(ObjectID id) {
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return (id >= WorldBaseID && id < WorldBaseID + worldCount);
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}
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inline bool isActorOrWorld(ObjectID id) {
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return (id >= ActorBaseID);
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}
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// Same as above but use object addresses instead of ID's
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class GameObject;
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class IntangibleContainerWindow;
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class ContainerWindow;
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class ActiveItem;
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class ObjectTarget;
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class Sector;
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class TimerList;
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class Timer;
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struct GameEvent;
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struct SenseInfo;
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class SensorList;
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class Sensor;
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struct ObjectSoundFXs;
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bool isObject(GameObject *);
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bool isActor(GameObject *);
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bool isWorld(GameObject *);
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/* ===================================================================== *
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Location: Describes location of object within world or container
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* ===================================================================== */
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struct StaticLocation {
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StaticTilePoint tile;
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ObjectID context;
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void set(TilePoint t, ObjectID con) {
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tile.set(t.u, t.v, t.z);
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context = con;
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}
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};
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class Location : public TilePoint {
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public:
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// context = the ObjectID of containing context
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// (either a container or a world).
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ObjectID context;
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/*
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// Member functions to translate world coords into
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// screen coords.
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void screenPos( Point16 &screenCoords );
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int16 screenDepth( void );
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// returns true if it is within the view area of the current
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// map.
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bool visible( void );
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*/
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// assign a position to a location without changing context
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Location &operator=(TilePoint pos) {
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u = pos.u;
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v = pos.v;
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z = pos.z;
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return *this;
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}
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Location() : context(0) {}
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Location(int16 nu, int16 nv, int16 nz, ObjectID con) {
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u = nu;
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v = nv;
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z = nz;
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context = con;
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}
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Location(TilePoint p, ObjectID con = 0) {
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u = p.u;
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v = p.v;
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z = p.z;
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context = con;
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}
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Location(StaticLocation l) {
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u = l.tile.u;
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v = l.tile.v;
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z = l.tile.z;
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context = l.context;
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}
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};
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/* ===================================================================== *
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8-way facing directions
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* ===================================================================== */
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inline bool isFlipped(Direction d) {
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return (d > dirDown);
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}
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/* ===================================================================== *
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ProtoObj: Base class for all object prototypes.
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* ===================================================================== */
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struct scriptCallFrame;
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// Since we want to be able to load prototypes from disk, but
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// still use virtual functions, we are going to divide the
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// prototype structure into two parts, one which has the data
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// and then a subclass which has all the functions.
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struct ResourceObjectPrototype {
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// General behavior properties
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int16 classType; // which C++ class to use.
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uint16 script; // script to handle all objs of this type
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// Appearance propertie
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int16 nameIndex; // type name of object
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uint16 iconSprite, // sprite # in inventory
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groundSprite; // sprite # when on ground
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uint8 colorMap[4]; // indirect color map
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// Physical properties
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uint8 mass, // how heavy it is
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bulk, // how bulky it is
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crossSection, // cross section width,
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height, // height it extends above terrain
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toughness, // how easily broken,
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breakType; // what it breaks into
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// Container properties
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uint16 maxCapacity; // total space available
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uint8 lockType; // type of key that opens
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uint8 acceptableItems; // type of items that fit within
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// Combat Properties (offensive)
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uint8 weaponDamage,
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weaponFireRate,
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maximumRange,
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missileType;
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// Combat Properties (defensive)
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uint8 whereWearable;
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int8 damageAbsorbtion,
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damageDivider,
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defenseBonus;
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// Magical / Energy properties
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uint8 maxCharges, // max number of charges, or 0=infinity
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chargeType; // charge type that can be used
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// Packed flags
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int16 flags;
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// Flag definitions
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enum protoFlags {
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objPropMergeable = (1 << 0), // merge with similar objects
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objPropRound = (1 << 1), // rolls easily down stairs
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objPropFlammable = (1 << 2), // object can burn
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objPropWeapon = (1 << 3), // can be wielded as weapon
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objPropThrownWpn = (1 << 4), // it's a throwable weapon
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objPropMissileWpn = (1 << 5), // it's a missile weapon
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objPropCharges = (1 << 6), // it's a missile weapon
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objPropEdible = (1 << 7), // can be eaten
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objPropFlipped = (1 << 8), // flipped left/right on ground
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objPropVisOpen = (1 << 9), // Object has separate "visible" sprite
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objPropHidden = (1 << 10), // "How not to be seen".
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objPropGhosted = (1 << 11), // Object permanently ghosted
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objPropHardSurface = (1 << 12), // Object makes hard sound when struck
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objPropNoSurface = (1 << 13) // Object makes no sound when struck (may grunt however)
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};
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int16 price; // object's price
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union {
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int16 heldSpriteBase; // sprite # when in hand
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int16 appearanceType; // container appearance type
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int16 ideaType; // idea stimulus type
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};
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int16 resistance; // resistance bits (see EFFECTS.H)
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int16 immunity; // immunity bits (see EFFECTS.H)
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uint8 soundFXClass; // index into sound effects table
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uint8 reserved[7];
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ResourceObjectPrototype() {
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classType = 0;
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script = 0;
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nameIndex = 0;
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iconSprite = 0;
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groundSprite = 0;
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for (int i = 0; i < 4; ++i)
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colorMap[i] = 0;
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mass = bulk = crossSection = height = toughness = breakType = 0;
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maxCapacity = 0;
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lockType = 0;
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acceptableItems = 0;
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weaponDamage = weaponFireRate = maximumRange = missileType = 0;
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whereWearable = 0;
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damageAbsorbtion = damageDivider = defenseBonus = 0;
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maxCharges = chargeType = 0;
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flags = 0;
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price = 0;
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heldSpriteBase = 0;
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resistance = 0;
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immunity = 0;
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soundFXClass = 0;
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for (int i = 0; i < 7; ++i)
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reserved[i] = 0;
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}
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// Copy constructor
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ResourceObjectPrototype(ResourceObjectPrototype &proto) {
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classType = proto.classType;
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script = proto.script;
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nameIndex = proto.nameIndex;
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iconSprite = proto.iconSprite;
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groundSprite = proto.groundSprite;
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for (int i = 0; i < 4; ++i)
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colorMap[i] = proto.colorMap[i];
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mass = proto.mass;
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bulk = proto.bulk;
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crossSection = proto.crossSection;
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height = proto.height;
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toughness = proto.toughness;
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breakType = proto.breakType;
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maxCapacity = proto.maxCapacity;
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lockType = proto.lockType;
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acceptableItems = proto.acceptableItems;
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weaponDamage = proto.weaponDamage;
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weaponFireRate = proto.weaponFireRate;
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maximumRange = proto.maximumRange;
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missileType = proto.missileType;
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whereWearable = proto.whereWearable;
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damageAbsorbtion = proto.damageAbsorbtion;
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damageDivider = proto.damageDivider;
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defenseBonus = proto.defenseBonus;
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maxCharges = proto.maxCharges;
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chargeType = proto.chargeType;
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flags = proto.flags;
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price = proto.price;
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heldSpriteBase = proto.heldSpriteBase;
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resistance = proto.resistance;
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immunity = proto.immunity;
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soundFXClass = proto.soundFXClass;
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for (int i = 0; i < 7; ++i)
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reserved[i] = proto.reserved[i];
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}
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void load(Common::SeekableReadStream *stream) {
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classType = stream->readSint16LE();
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script = stream->readUint16LE();
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nameIndex = stream->readSint16LE();
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iconSprite = stream->readUint16LE();
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groundSprite = stream->readUint16LE();
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for (int i = 0; i < 4; ++i)
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colorMap[i] = stream->readByte();
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mass = stream->readByte();
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bulk = stream->readByte();
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crossSection = stream->readByte();
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height = stream->readByte();
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toughness = stream->readByte();
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breakType = stream->readByte();
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maxCapacity = stream->readUint16LE();
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lockType = stream->readByte();
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acceptableItems = stream->readByte();
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weaponDamage = stream->readByte();
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weaponFireRate = stream->readByte();
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maximumRange = stream->readByte();
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missileType = stream->readByte();
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whereWearable = stream->readByte();
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damageAbsorbtion = stream->readSByte();
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damageDivider = stream->readSByte();
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defenseBonus = stream->readSByte();
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maxCharges = stream->readByte();
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chargeType = stream->readByte();
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flags = stream->readSint16LE();
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price = stream->readSint16LE();
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heldSpriteBase = stream->readSint16LE(); // union
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resistance = stream->readSint16LE();
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immunity = stream->readSint16LE();
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soundFXClass = stream->readByte();
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for (int i = 0; i < 7; ++i)
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reserved[i] = stream->readByte();
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}
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};
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class ProtoObj : public ResourceObjectPrototype {
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static uint8 *nextAvailObj;
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// container defines
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// getable through virtual functions
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// at appropriate subclasses
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private:
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enum {
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ViewableRows = 6,
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ViewableCols = 4,
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maxRows = 8,
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maxCols = 4
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};
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public:
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enum containmentType {
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isTangible = (1 << 0),
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isContainer = (1 << 1),
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isBottle = (1 << 2),
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isFood = (1 << 3),
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isWearable = (1 << 4),
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isWeapon = (1 << 5),
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isArmor = (1 << 6),
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isDocument = (1 << 7),
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isIntangible = (1 << 8),
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isConcept = (1 << 9),
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isPsych = (1 << 10),
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isSpell = (1 << 11),
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isSkill = (1 << 12),
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isEnchantment = (1 << 13),
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isTargetable = (1 << 14)
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};
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// kludge: define earlier, incorrectly spelled names to correct spelling
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// REM: Later, do a global search and replace...
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#define isTangable isTangible
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#define isIntangable isIntangible
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enum spriteTypes {
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objOnGround = 0,
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objInContainerView,
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objAsMousePtr
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};
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// Memeber functions
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// A constructor which takes the data loaded from the file
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// and loads it into the various fields...
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ProtoObj(ResourceObjectPrototype &proto) : ResourceObjectPrototype(proto) {}
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virtual ~ProtoObj() {}
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// returns the containment type flags for this object
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virtual uint16 containmentSet();
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// returns true if this object can contain another object
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virtual bool canContain(ObjectID dObj, ObjectID item);
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// Determine if this object can contain another object at a specified
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// slot
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virtual bool canContainAt(
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ObjectID dObj,
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ObjectID item,
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const TilePoint &where);
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// Determine if this type of object is two handed
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virtual bool isTwoHanded(ObjectID actor);
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// Determine if this type of object is a missile
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virtual bool isMissile();
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virtual ObjectID placeObject();
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// call the object's script
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bool invokeScript(scriptCallFrame &);
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// Handle object script in a standard fashion
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int16 stdActionScript(int method,
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ObjectID dObj,
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ObjectID enactor,
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ObjectID indirectObj);
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int16 stdActionScript(int method,
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ObjectID dObj,
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ObjectID enactor,
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ObjectID indirectObj,
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int16 value);
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// generic actions
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// Use this object
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bool use(ObjectID dObj, ObjectID enactor);
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virtual bool setUseCursor(ObjectID dObj);
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virtual bool useAction(ObjectID dObj, ObjectID enactor);
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// Use this object on another object
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bool useOn(ObjectID dObj, ObjectID enactor, ObjectID item);
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virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID item);
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// Use this object on a tile activity instance
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bool useOn(ObjectID dObj, ObjectID enactor, ActiveItem *item);
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virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *item);
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// Use the object on a location
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bool useOn(ObjectID dObj, ObjectID enactor, const Location &loc);
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virtual bool useOnAction(ObjectID dObj, ObjectID enactor, const Location &loc);
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// open this object
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bool open(ObjectID dObj, ObjectID enactor);
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virtual bool canOpen(ObjectID dObj, ObjectID enactor);
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virtual bool openAction(ObjectID dObj, ObjectID enactor);
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// close this object
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bool close(ObjectID dObj, ObjectID enactor);
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virtual bool closeAction(ObjectID dObj, ObjectID enactor);
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// take this object
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bool take(ObjectID dObj, ObjectID enactor, int16 num = 1);
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virtual bool takeAction(ObjectID dObj, ObjectID enactor);
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virtual bool takeAction(ObjectID dObj, ObjectID enactor, int16 num = 1);
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// drop this object
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bool drop(ObjectID dObj, ObjectID enactor, const Location &loc, int16 num = 1);
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virtual bool canDropAt(
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ObjectID dObj,
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ObjectID enactor,
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const Location &loc);
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virtual bool dropAction(
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ObjectID dObj,
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ObjectID enactor,
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const Location &loc,
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int16 num = 1);
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// drop this object onto another object and handle the result.
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bool dropOn(ObjectID dObj, ObjectID enactor, ObjectID target, int16 num = 1);
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virtual bool dropOnAction(
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ObjectID dObj,
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ObjectID enactor,
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ObjectID target,
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int count);
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// drop this object onto a TAG
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bool dropOn(
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ObjectID dObj,
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ObjectID enactor,
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ActiveItem *target,
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const Location &loc,
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int16 num = 1);
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virtual bool dropOnAction(
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ObjectID dObj,
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ObjectID enactor,
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ActiveItem *target,
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const Location &loc,
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int16 num = 1);
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// Strike another object with this object
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bool strike(ObjectID dObj, ObjectID enactor, ObjectID item);
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virtual bool strikeAction(
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ObjectID dObj,
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ObjectID enactor,
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ObjectID item);
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// Damage another object with this object
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bool damage(ObjectID dObj, ObjectID enactor, ObjectID target);
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virtual bool damageAction(
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ObjectID dObj,
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ObjectID enactor,
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ObjectID target);
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// Eat this object
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bool eat(ObjectID dObj, ObjectID enactor);
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virtual bool eatAction(ObjectID dObj, ObjectID enactor);
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// Insert this object into another object
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bool insert(ObjectID dObj, ObjectID enactor, ObjectID item);
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virtual bool insertAction(ObjectID dObj, ObjectID enactor, ObjectID item);
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// Remove this object from another object
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bool remove(ObjectID dObj, ObjectID enactor);
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virtual bool removeAction(ObjectID dObj, ObjectID enactor);
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// Drop another object onto this one.
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bool acceptDrop(ObjectID dObj, ObjectID enactor, ObjectID droppedObj, int count);
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virtual bool acceptDropAction(
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ObjectID dObj,
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ObjectID enactor,
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ObjectID droppedObj,
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int count);
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// Cause damage to this object directly
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bool acceptDamage(
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ObjectID dObj,
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ObjectID enactor,
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int8 absDamage,
|
|
effectDamageTypes dType = kDamageOther,
|
|
int8 dice = 0,
|
|
uint8 sides = 1,
|
|
int8 perDieMod = 0);
|
|
virtual bool acceptDamageAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
int8 absDamage,
|
|
effectDamageTypes dType,
|
|
int8 dice,
|
|
uint8 sides,
|
|
int8 perDieMod);
|
|
|
|
bool acceptHealing(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
int8 absHealing,
|
|
int8 dice = 0,
|
|
uint8 sides = 1,
|
|
int8 perDieMod = 0);
|
|
virtual bool acceptHealingAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
int8 healing);
|
|
|
|
// Accept strike from another object (allows this object to cause
|
|
// damage to the striking object).
|
|
bool acceptStrike(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID strikingObj,
|
|
uint8 skillIndex);
|
|
virtual bool acceptStrikeAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID strikingObj,
|
|
uint8 skillIndex);
|
|
|
|
// Unlock or lock this object with a key.
|
|
bool acceptLockToggle(ObjectID dObj, ObjectID enactor, uint8 keyCode);
|
|
virtual bool canToggleLock(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
uint8 keyCode);
|
|
virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
|
|
|
|
// Mix this object with another.
|
|
bool acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj);
|
|
virtual bool acceptMixAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID mixObj);
|
|
|
|
// Insert another object into this object.
|
|
bool acceptInsertion(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
int16 count);
|
|
virtual bool acceptInsertionAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
int16 count);
|
|
|
|
// Insert another object into this object at a specified slot
|
|
bool acceptInsertionAt(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
const TilePoint &where,
|
|
int16 num = 1);
|
|
|
|
virtual bool acceptInsertionAtAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
const TilePoint &where,
|
|
int16 num = 1);
|
|
|
|
// Creates a color translation table for this object
|
|
virtual void getColorTranslation(ColorTable map);
|
|
|
|
// return the sprite data of amount 'count'
|
|
virtual ObjectSpriteInfo getSprite(GameObject *obj, enum spriteTypes spr, int16 count = -1);
|
|
|
|
// return the address of the sprite when held in hand
|
|
virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
|
|
|
|
// Initiate an attack using this type of object
|
|
virtual void initiateAttack(ObjectID attacker, ObjectID target);
|
|
|
|
// Initiate a defense using this type of object
|
|
virtual void initiateDefense(
|
|
ObjectID defensiveObj,
|
|
ObjectID defender,
|
|
ObjectID attacker);
|
|
|
|
// Get a projectile from the missile weapon
|
|
virtual GameObject *getProjectile(ObjectID weapon, ObjectID enactor);
|
|
|
|
// Get a spell from a magic weapon
|
|
virtual GameObject *getSpell(ObjectID obj);
|
|
|
|
// Determine if this type of object can block an attack
|
|
virtual bool canBlock();
|
|
|
|
// Return a mask of bits indicating the directions relative to the
|
|
// wielders facing in which this object can defend
|
|
virtual uint8 defenseDirMask();
|
|
|
|
// Compute how much damage this defensive object will absorb
|
|
virtual uint8 adjustDamage(uint8 damage);
|
|
|
|
// Return the fight stance approriate to this weapon
|
|
virtual int16 fightStanceAction(ObjectID actor);
|
|
|
|
// Given an object sound effect record, which sound should be made
|
|
// when this object is damaged
|
|
virtual uint8 getDamageSound(const ObjectSoundFXs &soundFXs);
|
|
|
|
// Do the background processing, if needed, for this object.
|
|
// This will be called approximately once every 10 seconds
|
|
// (or whatever the background refresh period is).
|
|
virtual void doBackgroundUpdate(GameObject *obj);
|
|
|
|
virtual bool resists(effectResistTypes r) {
|
|
return resistance & (1 << r);
|
|
}
|
|
virtual bool isImmuneTo(effectImmuneTypes r) {
|
|
return immunity & (1 << r);
|
|
}
|
|
|
|
virtual bool makeSavingThrow() {
|
|
return false;
|
|
}
|
|
|
|
// Returns true if object in continuous use.
|
|
virtual bool isObjectBeingUsed(GameObject *obj);
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
|
|
// Get the value of the user's skill which applies to this
|
|
// object
|
|
virtual uint8 getSkillValue(ObjectID enactor);
|
|
|
|
// Cause the user's associated skill to grow
|
|
virtual void applySkillGrowth(ObjectID enactor, uint8 points = 1);
|
|
|
|
// this is to determine size of containers
|
|
public:
|
|
virtual uint16 getViewableRows() {
|
|
return ViewableRows;
|
|
}
|
|
virtual uint16 getViewableCols() {
|
|
return ViewableCols;
|
|
}
|
|
virtual uint16 getMaxRows() {
|
|
return maxRows;
|
|
}
|
|
virtual uint16 getMaxCols() {
|
|
return maxCols;
|
|
}
|
|
|
|
// this returns the type of charge an item can have
|
|
int16 getChargeType() {
|
|
return chargeType;
|
|
}
|
|
|
|
virtual bool canFitBulkwise(GameObject *container, GameObject *obj);
|
|
virtual bool canFitMasswise(GameObject *container, GameObject *obj);
|
|
|
|
virtual uint16 massCapacity(GameObject *container);
|
|
virtual uint16 bulkCapacity(GameObject *container);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
InventoryProto: base class for all tangible object prototypes
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto
|
|
|
|
class InventoryProto : public ProtoObj {
|
|
public:
|
|
InventoryProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
|
virtual ~InventoryProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
virtual bool takeAction(ObjectID dObj, ObjectID enactor, int16 num = 1);
|
|
|
|
virtual bool canDropAt(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc);
|
|
virtual bool dropAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc,
|
|
int16 num = 1);
|
|
|
|
virtual bool dropOnAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ActiveItem *target,
|
|
const Location &loc,
|
|
int16 num = 1);
|
|
|
|
virtual bool acceptDropAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID droppedObj,
|
|
int count);
|
|
|
|
virtual bool acceptStrikeAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID strikingObj,
|
|
uint8 skillIndex);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
PhysicalContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, PhysicalContainerProto
|
|
|
|
// Prototype class for physical object container
|
|
class PhysicalContainerProto : public InventoryProto {
|
|
private:
|
|
enum {
|
|
ViewableRows = 4,
|
|
ViewableCols = 4,
|
|
maxRows = 8,
|
|
maxCols = 4
|
|
};
|
|
|
|
public:
|
|
PhysicalContainerProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~PhysicalContainerProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
virtual bool canContain(ObjectID dObj, ObjectID item);
|
|
virtual bool canContainAt(
|
|
ObjectID dObj,
|
|
ObjectID item,
|
|
const TilePoint &where);
|
|
|
|
// Call open() if closed, or call close() if open.
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Open this object
|
|
virtual bool canOpen(ObjectID dObj, ObjectID enactor);
|
|
virtual bool openAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Close this object
|
|
virtual bool closeAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Unlock or lock object if keyCode == lockType
|
|
virtual bool canToggleLock(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
uint8 keyCode);
|
|
virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
|
|
|
|
// Insert another object into this object
|
|
bool acceptInsertionAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
int16 num);
|
|
|
|
// Insert another object into this object at the specified slot
|
|
virtual bool acceptInsertionAtAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item,
|
|
const TilePoint &where,
|
|
int16 num = 1);
|
|
|
|
public:
|
|
virtual uint16 getViewableRows() {
|
|
return ViewableRows;
|
|
}
|
|
virtual uint16 getViewableCols() {
|
|
return ViewableCols;
|
|
}
|
|
virtual uint16 getMaxRows() {
|
|
return maxRows;
|
|
}
|
|
virtual uint16 getMaxCols() {
|
|
return maxCols;
|
|
}
|
|
|
|
virtual bool canFitBulkwise(GameObject *container, GameObject *obj);
|
|
virtual bool canFitMasswise(GameObject *container, GameObject *obj);
|
|
|
|
virtual uint16 massCapacity(GameObject *container);
|
|
virtual uint16 bulkCapacity(GameObject *container);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
KeyProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, KeyProto
|
|
|
|
// Prototype class for key objects
|
|
class KeyProto : public InventoryProto {
|
|
public:
|
|
KeyProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~KeyProto() {}
|
|
|
|
// Set up targeting cursor
|
|
virtual bool setUseCursor(ObjectID dObj);
|
|
|
|
// Use key on lockable container
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID withObj);
|
|
|
|
// Use key on active terrain
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *withTAI);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
BottleProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, BottleProto
|
|
|
|
class BottleProto : public InventoryProto {
|
|
public:
|
|
BottleProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~BottleProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
// Drink From Bottle
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
FoodProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, FoodProto
|
|
|
|
class FoodProto : public InventoryProto {
|
|
public:
|
|
FoodProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~FoodProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
// Eat it
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
WearableProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WearbleProto
|
|
|
|
class WearableProto : public InventoryProto {
|
|
public:
|
|
WearableProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~WearableProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
WeaponProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto
|
|
|
|
class WeaponProto : public InventoryProto {
|
|
|
|
protected:
|
|
enum {
|
|
inRangeRatingBonus = 4
|
|
};
|
|
|
|
public:
|
|
WeaponProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~WeaponProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
// return the address of the sprite when held in hand
|
|
virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
|
|
weaponID getWeaponID();
|
|
|
|
// Returns true if object in continuous use.
|
|
bool isObjectBeingUsed(GameObject *obj);
|
|
|
|
// Rate this weapon's goodness for a specified attack situation
|
|
virtual uint8 weaponRating(
|
|
ObjectID weaponID,
|
|
ObjectID wielderID,
|
|
ObjectID targetID) = 0;
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MeleeWeaponProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, MeleeWeaponProto
|
|
|
|
class MeleeWeaponProto : public WeaponProto {
|
|
public:
|
|
MeleeWeaponProto(ResourceObjectPrototype &proto) : WeaponProto(proto) {}
|
|
virtual ~MeleeWeaponProto() {}
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID item);
|
|
virtual bool strikeAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item);
|
|
virtual bool damageAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID target);
|
|
virtual bool acceptDamageAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
int8 absDamage,
|
|
effectDamageTypes dType,
|
|
int8 dice,
|
|
uint8 sides,
|
|
int8 perDieMod);
|
|
|
|
// Determine if this type of weapon must be wielded with two hands
|
|
// for the specified actor
|
|
virtual bool isTwoHanded(ObjectID actor);
|
|
|
|
// Initiate a melee weapon attack motion
|
|
virtual void initiateAttack(ObjectID attacker, ObjectID target);
|
|
// Initiate a melee weapon parry motion
|
|
virtual void initiateDefense(
|
|
ObjectID defensiveObj,
|
|
ObjectID defender,
|
|
ObjectID attacker);
|
|
// Melee weapons can block attacks
|
|
virtual bool canBlock();
|
|
// Return a mask of bits indicating the directions relative to the
|
|
// wielders facing in which this object can defend
|
|
virtual uint8 defenseDirMask();
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
|
|
// Rate this weapon's goodness for a specified attack situation
|
|
virtual uint8 weaponRating(
|
|
ObjectID weaponID,
|
|
ObjectID wielderID,
|
|
ObjectID targetID);
|
|
|
|
// Return the fight stance approriate to this weapon
|
|
virtual int16 fightStanceAction(ObjectID actor);
|
|
|
|
// Given an object sound effect record, which sound should be made
|
|
// when this object is damaged
|
|
virtual uint8 getDamageSound(const ObjectSoundFXs &soundFXs);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
BludgeoningWeaponProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, MeleeWeaponProto,
|
|
// BludgeoningWeaponProto
|
|
|
|
class BludgeoningWeaponProto : public MeleeWeaponProto {
|
|
public:
|
|
BludgeoningWeaponProto(ResourceObjectPrototype &proto) : MeleeWeaponProto(proto) {}
|
|
virtual ~BludgeoningWeaponProto() {}
|
|
|
|
// Get the value of the wielder's skill which applies to this
|
|
// weapon
|
|
virtual uint8 getSkillValue(ObjectID enactor);
|
|
|
|
// Cause the user's associated skill to grow
|
|
virtual void applySkillGrowth(ObjectID enactor, uint8 points = 1);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
SlashingWeaponProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, MeleeWeaponProto,
|
|
// SlashingWeaponProto
|
|
|
|
class SlashingWeaponProto : public MeleeWeaponProto {
|
|
public:
|
|
SlashingWeaponProto(ResourceObjectPrototype &proto) : MeleeWeaponProto(proto) {}
|
|
virtual ~SlashingWeaponProto() {}
|
|
|
|
// Get the value of the wielder's skill which applies to this
|
|
// weapon
|
|
virtual uint8 getSkillValue(ObjectID enactor);
|
|
|
|
// Cause the user's associated skill to grow
|
|
virtual void applySkillGrowth(ObjectID enactor, uint8 points = 1);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
BowProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, BowProto
|
|
|
|
class BowProto : public WeaponProto {
|
|
public:
|
|
BowProto(ResourceObjectPrototype &proto) : WeaponProto(proto) {}
|
|
virtual ~BowProto() {}
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Bows are two handed
|
|
virtual bool isTwoHanded(ObjectID actor);
|
|
|
|
// Initiate a bow firing motion
|
|
virtual void initiateAttack(ObjectID attacker, ObjectID target);
|
|
|
|
// Grab and arrow from the actor's inventory
|
|
virtual GameObject *getProjectile(ObjectID weapon, ObjectID enactor);
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
|
|
// Rate this weapon's goodness for a specified attack situation
|
|
virtual uint8 weaponRating(
|
|
ObjectID weaponID,
|
|
ObjectID wielderID,
|
|
ObjectID targetID);
|
|
|
|
// Return the fight stance approriate to this weapon
|
|
virtual int16 fightStanceAction(ObjectID actor);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
WeaponWandProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, WeaponWandProto
|
|
|
|
class WeaponWandProto : public WeaponProto {
|
|
public:
|
|
WeaponWandProto(ResourceObjectPrototype &proto) : WeaponProto(proto) {}
|
|
virtual ~WeaponWandProto() {}
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Wands are two handed
|
|
virtual bool isTwoHanded(ObjectID actor);
|
|
|
|
// Initiate a bow firing motion
|
|
virtual void initiateAttack(ObjectID attacker, ObjectID target);
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
|
|
// Rate this weapon's goodness for a specified attack situation
|
|
virtual uint8 weaponRating(
|
|
ObjectID weaponID,
|
|
ObjectID wielderID,
|
|
ObjectID targetID);
|
|
|
|
// Return the fight stance approriate to this weapon
|
|
virtual int16 fightStanceAction(ObjectID actor);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ProjectileProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, ProjectileProto
|
|
|
|
class ProjectileProto : public WeaponProto {
|
|
public:
|
|
ProjectileProto(ResourceObjectPrototype &proto) : WeaponProto(proto) {}
|
|
virtual ~ProjectileProto() {}
|
|
|
|
// return the address of the sprite when held in hand
|
|
virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
|
|
|
|
// Returns true if object in continuous use.
|
|
bool isObjectBeingUsed(GameObject *obj);
|
|
|
|
// Projectiles are missiles
|
|
virtual bool isMissile();
|
|
|
|
// Rate this weapon's goodness for a specified attack situation
|
|
virtual uint8 weaponRating(
|
|
ObjectID weaponID,
|
|
ObjectID wielderID,
|
|
ObjectID targetID);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ArrowProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, WeaponProto, ProjectileProto, ArrowProto
|
|
|
|
class ArrowProto : public ProjectileProto {
|
|
public:
|
|
ArrowProto(ResourceObjectPrototype &proto) : ProjectileProto(proto) {}
|
|
virtual ~ArrowProto() {}
|
|
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID item);
|
|
virtual bool strikeAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID item);
|
|
virtual bool damageAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID target);
|
|
|
|
// Cause the user's associated skill to grow
|
|
virtual void applySkillGrowth(ObjectID enactor, uint8 points = 1);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ArmorProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, ArmorProto
|
|
|
|
class ArmorProto : public InventoryProto {
|
|
public:
|
|
ArmorProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~ArmorProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
// Compute how much damage this defensive object will absorb
|
|
virtual uint8 adjustDamage(uint8 damage);
|
|
|
|
// Returns true if object in continuous use.
|
|
bool isObjectBeingUsed(GameObject *obj);
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ShieldProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, ShieldProto
|
|
|
|
class ShieldProto : public InventoryProto {
|
|
public:
|
|
ShieldProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~ShieldProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
virtual bool acceptDamageAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
int8 absDamage,
|
|
effectDamageTypes dType,
|
|
int8 dice,
|
|
uint8 sides,
|
|
int8 perDieMod);
|
|
|
|
// return the address of the sprite when held in hand
|
|
virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
|
|
|
|
virtual void initiateDefense(
|
|
ObjectID defensiveObj,
|
|
ObjectID defender,
|
|
ObjectID attacker);
|
|
virtual bool canBlock();
|
|
// Return a mask of bits indicating the directions relative to the
|
|
// wielders facing in which this object can defend
|
|
virtual uint8 defenseDirMask();
|
|
|
|
// Returns true if object in continuous use.
|
|
bool isObjectBeingUsed(GameObject *obj);
|
|
|
|
// Determine if the specified object's 'use' slot is available within
|
|
// the specified actor
|
|
virtual bool useSlotAvailable(GameObject *obj, Actor *a);
|
|
|
|
// Get the value of the user's skill which applies to this
|
|
// object
|
|
virtual uint8 getSkillValue(ObjectID enactor);
|
|
|
|
// Cause the user's associated skill to grow
|
|
virtual void applySkillGrowth(ObjectID enactor, uint8 points = 1);
|
|
|
|
// Given an object sound effect record, which sound should be made
|
|
// when this object is damaged
|
|
virtual uint8 getDamageSound(const ObjectSoundFXs &soundFXs);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ToolProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, ToolProto
|
|
|
|
class ToolProto : public InventoryProto {
|
|
public:
|
|
ToolProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~ToolProto() {}
|
|
|
|
// Set up targeting cursor
|
|
virtual bool setUseCursor(ObjectID dObj);
|
|
|
|
// Use tool on object
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID withObj);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
DocumentProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, DocumentProto
|
|
|
|
class DocumentProto : public InventoryProto {
|
|
public:
|
|
DocumentProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~DocumentProto() {}
|
|
|
|
virtual uint16 containmentSet();
|
|
|
|
//BookDoc
|
|
//ScrollDoc
|
|
|
|
// virtual bool use( ObjectID dObj, ObjectID enactor );
|
|
// Close Floating Window Used For Both Book And Scroll
|
|
// virtual bool close( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
BookProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, DocumentProto, BookProto
|
|
|
|
class BookProto : public DocumentProto {
|
|
public:
|
|
BookProto(ResourceObjectPrototype &proto) : DocumentProto(proto) {}
|
|
virtual ~BookProto() {}
|
|
//Read It
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
ScrollProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, DocumentProto, ScrollProto
|
|
|
|
class ScrollProto : public DocumentProto {
|
|
public:
|
|
ScrollProto(ResourceObjectPrototype &proto) : DocumentProto(proto) {}
|
|
virtual ~ScrollProto() {}
|
|
|
|
//Read It
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
AutoMapProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, InventoryProto, AutoMapProto
|
|
|
|
class AutoMapProto : public InventoryProto {
|
|
public:
|
|
AutoMapProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
|
virtual ~AutoMapProto() {}
|
|
|
|
//Shows Auto Map Display
|
|
virtual bool openAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
IntagibleObjProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleObjProto
|
|
|
|
class IntangibleObjProto : public ProtoObj {
|
|
public:
|
|
IntangibleObjProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
|
virtual ~IntangibleObjProto() {}
|
|
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
|
|
virtual bool takeAction(ObjectID dObj, ObjectID enactor, int16);
|
|
|
|
virtual bool canDropAt(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc);
|
|
virtual bool dropAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc,
|
|
int16);
|
|
|
|
virtual bool acceptDropAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID droppedObj,
|
|
int count);
|
|
|
|
virtual uint16 containmentSet();
|
|
virtual ObjectID placeObject();
|
|
|
|
// Creates a color translation table for this object
|
|
virtual void getColorTranslation(ColorTable map);
|
|
|
|
// return the sprite data
|
|
virtual ObjectSpriteInfo getSprite(GameObject *obj, enum spriteTypes spr, int16);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
IdeaProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleObjProto, IdeaProto
|
|
|
|
class IdeaProto : public IntangibleObjProto {
|
|
public:
|
|
IdeaProto(ResourceObjectPrototype &proto) : IntangibleObjProto(proto) {}
|
|
virtual ~IdeaProto() {}
|
|
|
|
//Talk To A Person
|
|
uint16 containmentSet();
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MemoryProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleObjProto, MemoryProto
|
|
|
|
class MemoryProto : public IntangibleObjProto {
|
|
public:
|
|
MemoryProto(ResourceObjectPrototype &proto) : IntangibleObjProto(proto) {}
|
|
virtual ~MemoryProto() {}
|
|
|
|
//Get Info On Person Your Talking To
|
|
uint16 containmentSet();
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
PsychProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleObjProto, PsychProto
|
|
|
|
class PsychProto : public IntangibleObjProto {
|
|
public:
|
|
PsychProto(ResourceObjectPrototype &proto) : IntangibleObjProto(proto) {}
|
|
virtual ~PsychProto() {}
|
|
|
|
//Get Explanation Of Icon
|
|
uint16 containmentSet();
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
SkillProto
|
|
* ======================================================================== */
|
|
|
|
//typedef uint8 SpellID;
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntagibleObjProto, SkillProto
|
|
|
|
class SkillProto : public IntangibleObjProto {
|
|
public:
|
|
SkillProto(ResourceObjectPrototype &proto) : IntangibleObjProto(proto) {}
|
|
virtual ~SkillProto() {}
|
|
|
|
//Perform A Skill or Cast a spell
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ObjectID withObj);
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *item);
|
|
virtual bool useOnAction(ObjectID dObj, ObjectID enactor, const Location &loc);
|
|
|
|
virtual bool canDropAt(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc);
|
|
virtual bool dropAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
const Location &loc,
|
|
int16 num = 1);
|
|
virtual bool dropOnAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ObjectID target,
|
|
int count);
|
|
virtual bool dropOnAction(
|
|
ObjectID dObj,
|
|
ObjectID enactor,
|
|
ActiveItem *target,
|
|
const Location &loc,
|
|
int16 num = 1);
|
|
|
|
virtual bool implementAction(SpellID dObj, ObjectID enactor, ObjectID withObj);
|
|
virtual bool implementAction(SpellID dObj, ObjectID enactor, ActiveItem *item);
|
|
virtual bool implementAction(SpellID dObj, ObjectID enactor, Location &loc);
|
|
uint16 containmentSet();
|
|
SpellID getSpellID() {
|
|
return (SpellID) lockType;
|
|
}
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
IntangibleContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto
|
|
|
|
class IntangibleContainerProto : public ProtoObj {
|
|
public:
|
|
IntangibleContainerProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
|
virtual ~IntangibleContainerProto() {}
|
|
|
|
virtual bool canContain(ObjectID dObj, ObjectID item);
|
|
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
|
virtual bool canOpen(ObjectID dObj, ObjectID enactor);
|
|
virtual bool openAction(ObjectID dObj, ObjectID enactor);
|
|
virtual bool closeAction(ObjectID dObj, ObjectID enactor);
|
|
// virtual bool acceptLockToggle( ObjectID dObj, ObjectID enactor, uint8 keyCode );
|
|
|
|
// virtual ContainerWindow *makeWindow( GameObject *Obj );
|
|
virtual uint16 containmentSet();
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
IdeaContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto, IdeaContainerProto
|
|
|
|
class IdeaContainerProto : public IntangibleContainerProto {
|
|
public:
|
|
IdeaContainerProto(ResourceObjectPrototype &proto) : IntangibleContainerProto(proto) {}
|
|
virtual ~IdeaContainerProto() {}
|
|
|
|
//Holding Idea Objects
|
|
// bool use( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MemoryContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto, MemoryContainerProto
|
|
|
|
class MemoryContainerProto : public IntangibleContainerProto {
|
|
public:
|
|
MemoryContainerProto(ResourceObjectPrototype &proto) : IntangibleContainerProto(proto) {}
|
|
virtual ~MemoryContainerProto() {}
|
|
|
|
//Holding Memories Of People You Met
|
|
// bool use( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
PhychContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto, PsychContainerProto
|
|
|
|
class PsychContainerProto : public IntangibleContainerProto {
|
|
public:
|
|
PsychContainerProto(ResourceObjectPrototype &proto) : IntangibleContainerProto(proto) {}
|
|
virtual ~PsychContainerProto() {}
|
|
|
|
//Holding Psychological Objects
|
|
// bool use( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
SkillContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto, SkillContainerProto
|
|
|
|
class SkillContainerProto : public IntangibleContainerProto {
|
|
public:
|
|
SkillContainerProto(ResourceObjectPrototype &proto) : IntangibleContainerProto(proto) {}
|
|
virtual ~SkillContainerProto() {}
|
|
|
|
//Holding Skills And Spells
|
|
// bool use( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MindContainerProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, IntangibleContainerProto, MindContainerProto
|
|
|
|
class MindContainerProto : public IntangibleContainerProto {
|
|
public:
|
|
MindContainerProto(ResourceObjectPrototype &proto) : IntangibleContainerProto(proto) {}
|
|
virtual ~MindContainerProto() {}
|
|
|
|
//Contains Skill Psych Memory And Idea Containers
|
|
// virtual bool use( ObjectID dObj, ObjectID enactor );
|
|
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
EnchantmentProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, EnchantmentProto
|
|
|
|
class EnchantmentProto : public ProtoObj {
|
|
public:
|
|
EnchantmentProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
|
virtual ~EnchantmentProto() {}
|
|
|
|
// Do the background processing, if needed, for this object.
|
|
void doBackgroundUpdate(GameObject *obj);
|
|
|
|
virtual uint16 containmentSet();
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
GeneratorProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, GeneratorProto
|
|
|
|
class GeneratorProto : public ProtoObj {
|
|
public:
|
|
GeneratorProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
|
virtual ~GeneratorProto() {}
|
|
|
|
//Base class for monster, encounter, and mission generators
|
|
|
|
virtual uint16 containmentSet();
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MonsterGeneratorProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, GeneratorProto, MonsterGeneratorProto
|
|
|
|
class MonsterGeneratorProto : public GeneratorProto {
|
|
public:
|
|
MonsterGeneratorProto(ResourceObjectPrototype &proto) : GeneratorProto(proto) {}
|
|
virtual ~MonsterGeneratorProto() {}
|
|
|
|
//Monster generators
|
|
// REM: We don't want to generate monsters as a background activity, since
|
|
// we may want more rapid generation that once every 10 seconds, and we only
|
|
// want to do it while active anyway.
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
EncounterGeneratorProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, GeneratorProto, EncounterGeneratorProto
|
|
|
|
class EncounterGeneratorProto : public GeneratorProto {
|
|
public:
|
|
EncounterGeneratorProto(ResourceObjectPrototype &proto) : GeneratorProto(proto) {}
|
|
virtual ~EncounterGeneratorProto() {}
|
|
|
|
//Encounter generator
|
|
|
|
// Generate an encounter at approx. 10-second intervals
|
|
void doBackgroundUpdate(GameObject *obj);
|
|
};
|
|
|
|
/* ======================================================================== *
|
|
MissionGeneratorProto
|
|
* ======================================================================== */
|
|
|
|
// hierarchy:
|
|
// ProtoObj, GeneratorProto, MissionGeneratorProto
|
|
|
|
class MissionGeneratorProto : public GeneratorProto {
|
|
public:
|
|
MissionGeneratorProto(ResourceObjectPrototype &proto) : GeneratorProto(proto) {}
|
|
virtual ~MissionGeneratorProto() {}
|
|
|
|
// Check every 10 seconds to see if we want to generate a mission.
|
|
void doBackgroundUpdate(GameObject *obj);
|
|
};
|
|
|
|
/* Subclasses of "ProtoObj" which haven't been defined yet
|
|
|
|
InventoryObjectPrototype // can be dropped on ground
|
|
ContainerPrototype // holds a list of items
|
|
BottlePrototype // holds 1 liquid
|
|
FoodPrototype // edible
|
|
WearablePrototype // armor and jewelry
|
|
WeaponPrototype // does damage efficiently
|
|
DocumentPrototype // expands to document window
|
|
IntangableObjectPrototype // Ideas and Magic
|
|
ConceptObjectPrototype // Basic Ideas (Food, Friend...)
|
|
MemoryObjectPrototype // Memories of game events
|
|
PsychObjectPrototype // I am ... (Brave, Humble...)
|
|
SpellObjectPrototype // Spells to cast
|
|
EnchantmentObjectPrototype // Enchants object that holds it
|
|
IntangableContainerPrototype // Containers for Ideas and Magic
|
|
ConceptContainerPrototype // Containers for Basic Ideas (Food, Friend...)
|
|
MemoryContainerPrototype // Containers for Memories of game events
|
|
PsychContainerPrototype // Containers for I am ... (Brave, Humble...)
|
|
SpellContainerPrototype // Containers for Spells to cast
|
|
// EnchantmentContainerPrototype // Enchants object that holds it
|
|
ProjectilePrototype // a missile in flight
|
|
** ActorPrototype
|
|
*/
|
|
|
|
} // end of namespace Saga2
|
|
|
|
#endif
|