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items.h
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items.h
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// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
#ifndef ITEMS_CLASS
#define ITEMS_CLASS
class Item;
class ItemType;
#include "fileio.h"
#include "gamedefs.h"
#include "alist.h"
#include "astring.h"
enum {
ATTACK_COMBAT,
ATTACK_ENERGY,
ATTACK_SPIRIT,
ATTACK_WEATHER,
ATTACK_RIDING,
ATTACK_RANGED,
NUM_ATTACK_TYPES // non resistable attack
};
enum {
IT_NORMAL = 0x0001,
IT_ADVANCED = 0x0002,
IT_TRADE = 0x0004,
IT_MAN = 0x0008,
IT_MONSTER = 0x0010,
IT_MAGIC = 0x0020,
IT_WEAPON = 0x0040,
IT_ARMOR = 0x0080,
IT_MOUNT = 0x0100,
IT_BATTLE = 0x0200,
IT_SPECIAL = 0x0400,
IT_TOOL = 0x0800,
IT_FOOD = 0x1000,
IT_ILLUSION = 0x2000,
IT_UNDEAD = 0x4000,
IT_DEMON = 0x8000,
IT_LEADER = 0x10000,
IT_MONEY = 0x20000,
IT_ANIMAL = 0x40000,
IT_SHIP = 0x80000,
IT_MAGEONLY = 0x100000,
IT_ALWAYS_SPOIL = 0x200000,
IT_NEVER_SPOIL = 0x400000
};
struct Materials
{
int item;
int amt;
};
class ItemType
{
public:
char const *name;
char const *names;
char const *abr;
enum {
CANTGIVE = 0x1,
DISABLED = 0x2,
NOMARKET = 0x4,
// This item requires ANY of its inputs, not ALL
// of them
ORINPUTS = 0x8,
// A number of items are produced equal to the
// producer's skill, based on a fixed number of
// inputs
SKILLOUT = 0x10,
// This item cannot be transported.
NOTRANSPORT = 0x20,
// Produced monsters
MANPRODUCE = 0x40
};
int flags;
char const *pSkill; // production skill
int pLevel; // production skill level
int pMonths; // Man months required for production
int pOut; // How many of the item we get
Materials pInput[4];
char const *mSkill; // magical production skill
int mLevel; // magical production skill level
int mOut; // How many of the item are conjured
Materials mInput[4];
int weight;
int type;
int baseprice;
int combat;
int walk;
int ride;
int fly;
int swim;
int speed;
int hitchItem;
int hitchwalk;
// LLS
int mult_item;
int mult_val;
int max_inventory; // if non-zero, amount allowed in inventory.
enum {
// LOSE_LINKED only works with ESC_LEV_*
LOSE_LINKED = 0x01, // All items of same type will be lost.
// The rest of these are mutually exclusive
HAS_SKILL = 0x02, // Check skill, if exists at level, no loss
ESC_LEV_LINEAR = 0x04, // bottom of formula based on level
ESC_LEV_SQUARE = 0x08, // bottom of formula based on level squared
ESC_LEV_CUBE = 0x10, // bottom of formula based on level cubed
ESC_LEV_QUAD = 0x20, // bottom of formula based on level ^ 4
LOSS_CHANCE = 0x40, // flat chance of escape.
// escape chances increase quadratically with number of monsters
ESC_NUM_SQUARE = 0x80,
};
int escape;
char const *esc_skill;
int esc_val; // level for has_skill, constant for all others
char const *grantSkill;
char const *fromSkills[4];
int minGrant, maxGrant;
};
extern ItemType *ItemDefs;
class ManType
{
public:
char const *abbr;
int terrain;
int speciallevel;
int defaultlevel;
char const *skills[6];
int CanProduce(int);
int CanUse(int);
};
extern ManType *ManDefs;
class MonType
{
public:
int attackLevel;
int defense[NUM_ATTACK_TYPES];
int numAttacks;
int hits;
int regen;
int tactics;
int stealth;
int obs;
char const *special;
int specialLevel;
int silver;
int spoiltype;
int hostile; /* Percent */
int number;
char const *name;
char const *abbr;
int hitDamage;
};
extern MonType *MonDefs;
enum {
SLASHING, // e.g. sword attack (This is default)
PIERCING, // e.g. spear or arrow attack
CRUSHING, // e.g. mace attack
CLEAVING, // e.g. axe attack
ARMORPIERCING, // e.g. crossbow double bow
MAGIC_ENERGY, // e.g. fire, dragon breath
MAGIC_SPIRIT, // e.g. black wind
MAGIC_WEATHER, // e.g. tornado
NUM_WEAPON_CLASSES
};
#define MAX_WEAPON_BM_TARGETS 4
// Describes bonus/mauls against another weapon
class WeaponBonusMalus {
public:
char const *weaponAbbr; // weapon abbreviation
int attackModifer; // how much increase/decrase attack versus this weapon
int defenseModifer; // how much increase/decrase defense versus this weapon
};
class WeaponType
{
public:
char const *abbr;
enum {
NEEDSKILL = 0x1, // No bonus or use unless skilled
ALWAYSREADY = 0x2, // Ignore the 50% chance to attack
NODEFENSE = 0x4, // No combat defense against this weapon
NOFOOT = 0x8, // Weapon cannot be used on foot (e.g. lance)
NOMOUNT = 0x10, // Weapon cannot be used mounted (e.g. pike)
SHORT = 0x20, // Short melee weapon (e.g. shortsword, hatchet)
LONG = 0x40, // Long melee weapon (e.g. lance, pike)
RANGED = 0x80, // Missile weapon
NOATTACKERSKILL = 0x100, // Attacker gets no combat/skill defense.
RIDINGBONUS = 0x200, // Unit gets riding bonus on att and def.
RIDINGBONUSDEFENSE = 0x400, // Unit gets riding bonus on def only.
};
int flags;
char const *baseSkill;
char const *orSkill;
int weapClass; // SLASHING, PIERCING, CRUSHING, CLEAVING, ARMORPIERCING, MAGIC_ENERGY, MAGIC_SPIRIT, MAGIC_WEATHER
int attackType; // ATTACK_COMBAT, ATTACK_ENERGY, ATTACK_SPIRIT, ATTACK_WEATHER, ATTACK_RIDING, ATTACK_RANGED, NUM_ATTACK_TYPES (non resistable attack)
//
// For numAttacks:
// - A positive number is the number of attacks per round.
// - A negative number is the number of rounds per attack.
// - NUM_ATTACKS_HALF_SKILL indicates that the weapon gives as many
// attacks as the skill of the user divided by 2, rounded up.
// - NUM_ATTACKS_HALF_SKILL+1 indicates that the weapon gives an extra
// attack above that, etc.
// - NUM_ATTACKS_SKILL indicates the the weapon gives as many attacks
// as the skill of the user.
// - NUM_ATTACKS_SKILL+1 indicates the the weapon gives as many
// attacks as the skill of the user + 1, etc.
//
enum {
NUM_ATTACKS_HALF_SKILL = 50,
NUM_ATTACKS_SKILL = 100,
};
int numAttacks;
int attackBonus;
int defenseBonus;
int mountBonus;
//
// For hitDamage:
// - A positive number is the number of damage per attack.
// - A negative number is the number of rounds per attack.
// - NUM_DAMAGE_HALF_SKILL indicates that the weapon gives as many
// damage as the skill of the user divided by 2, rounded up.
// - NUM_DAMAGE_HALF_SKILL+1 indicates that the weapon gives an extra
// damage above that, etc.
// - NUM_DAMAGE_SKILL indicates the the weapon gives as many damage
// as the skill of the user.
// - NUM_DAMAGE_SKILL+1 indicates the the weapon gives as many
// damage as the skill of the user + 1, etc.
//
enum {
NUM_DAMAGE_HALF_SKILL = 500,
NUM_DAMAGE_SKILL = 1000,
};
int hitDamage;
WeaponBonusMalus bonusMalus[MAX_WEAPON_BM_TARGETS];
};
extern WeaponType *WeaponDefs;
class ArmorType
{
public:
char const *abbr;
enum {
USEINASSASSINATE = 0x1,
};
int flags;
//
// Against attacks, the chance of the armor protecting the wearer
// is: <type>Chance / from
//
int from;
int saves[NUM_WEAPON_CLASSES];
};
extern ArmorType *ArmorDefs;
class MountType
{
public:
char const *abbr;
//
// This is the skill needed to use this mount.
//
char const *skill;
//
// This is the minimum bonus (and minimal skill level) for this mount.
//
int minBonus;
//
// This is the maximum bonus this mount will grant.
//
int maxBonus;
//
// This is the max bonus a mount will grant if it can normally fly
// but the region doesn't allow flying mounts
int maxHamperedBonus;
// If the mount has a special effect it generates when ridden in
// combat
char const *mountSpecial;
int specialLev;
};
extern MountType *MountDefs;
class BattleItemType
{
public:
char const *abbr;
enum {
MAGEONLY = 0x1,
SPECIAL = 0x2,
SHIELD = 0x4,
EXCLUSIVE = 0x8,
};
int flags;
char const *special;
int skillLevel;
int hitDamage;
};
extern BattleItemType *BattleItemDefs;
extern int ParseGiveableItem(AString *);
extern int ParseAllItems(AString *);
extern int ParseEnabledItem(AString *);
extern int ParseTransportableItem(AString *);
extern int LookupItem(AString *);
extern BattleItemType *FindBattleItem(char const *abbr);
extern ItemType *FindItem(char const *abbr);
extern ArmorType *FindArmor(char const *abbr);
extern WeaponType *FindWeapon(char const *abbr);
extern MountType *FindMount(char const *abbr);
extern MonType *FindMonster(char const *abbr, int illusion);
extern ManType *FindRace(char const *abbr);
extern AString AttType(int atype);
enum {
FULLNUM = 0x01,
ALWAYSPLURAL = 0x02
};
extern AString ItemString(int type, int num, int flags=0);
extern AString *ItemDescription(int item, int full);
extern int IsSoldier(int);
class Item : public AListElem
{
public:
Item();
~Item();
void Readin(Ainfile *);
void Writeout(Aoutfile *);
AString Report(int);
int type;
int num;
int selling;
int checked; // flag whether item has been reported, counted etc.
};
class ItemList : public AList
{
public:
void Readin(Ainfile *);
void Writeout(Aoutfile *);
AString Report(int, int, int);
AString BattleReport();
AString ReportByType(int, int, int, int);
int Weight();
int GetNum(int);
void SetNum(int, int); /* type, number */
int CanSell(int);
void Selling(int, int); /* type, number */
void UncheckAll(); // re-set checked flag for all
};
extern AString ShowSpecial(char const *special, int level, int expandLevel,
int fromItem);
#endif