File: shapeinf.cc

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/**
 **	Shapeinf.cc: Info. about shapes read from various 'static' data files.
 **
 **	Written: 4/29/99 - JSF
 **/

/*
Copyright (C) 1998  Jeffrey S. Freedman
Copyright (C) 1999-2002 The Exult Team

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; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/

#ifdef HAVE_CONFIG_H
#  include <config.h>
#endif

#include "shapeinf.h"
#include "monstinf.h"

#include "utils.h"
#include <iomanip>	/* Debugging */
using std::cout;
using std::endl;

/*
 *	Read in a weapon-info entry from 'weapons.dat'.
 *
 *	Output:	Shape # this entry describes.
 */

int Weapon_info::read
	(
	std::istream& in,			// Read from here.
	bool bg
	)
	{
	uint8 buf[21];			// Entry length.
	in.read((char *) buf, sizeof(buf));
	uint8 *ptr = buf;
	int shapenum = Read2(ptr);	// Bytes 0-1.
	ammo = Read2(ptr);		// This is ammo family, or a neg. #.
					// Shape to strike with, or projectile
					//   shape if shoot/throw.
	projectile = Read2(ptr);
#if 0
		extern char **item_names;
		cout << dec << "Weapon " //  << item_names[shapenum]
			<< '(' << shapenum << ')' << endl;
#endif
					// +++++Wonder what strike < 0 means.
	if (projectile == shapenum || projectile < 0)
		projectile = 0;		// Means no projectile thrown.
	damage = *ptr++;
	unsigned char flags0 = *ptr++;
	m_explodes = (flags0>>1)&1;
	m_no_blocking = (flags0>>2)&1;
	damage_type = (flags0>>4)&15;
	range = *ptr++;
	uses = (range>>1)&3;		// Throwable, etc.:
	range = range>>3;
	unsigned char flags1 = *ptr++;
	m_returns = (flags1&1);
#if 0
	unsigned char unk1 = *ptr++;	// Figured it out now... I think.
	cout << "Unk1 = " << hex << "0x" << setfill('0') << setw(2) <<(int)unk1
							<< endl;
#endif
	actor_frames = (*ptr++)&15;
	powers = *ptr++;
	*ptr++;				// Skip (0).
	usecode = Read2(ptr);
					// BG:  Subtract 1 from each sfx.
	int sfx_delta = bg ? -1 : 0;
	sfx = Read2(ptr) + sfx_delta;
	hitsfx = Read2(ptr) + sfx_delta;
	if (hitsfx == 123 && !bg)	// SerpentIsle:  Does not sound right.
		hitsfx = 61;		// Sounds more like a weapon.
	return shapenum;
	}

/*
 *	Read in an ammo-info entry from 'ammo.dat'.
 *
 *	Output:	Shape # this entry describes.
 */

int Ammo_info::read
	(
	std::istream& in		// Read from here.
	)
	{
	uint8 buf[13];			// Entry length.
	in.read((char *) buf, sizeof(buf));
	uint8 *ptr = buf;
	int shapenum = Read2(ptr);	// Bytes 0-1.
	family_shape = Read2(ptr);
	type2 = Read2(ptr);		// ???
	damage = *ptr++;
	ptr += 2;			// 2 unknown.
	unsigned char flags0 = *ptr++;
	m_no_blocking = (flags0>>3)&1;
	damage_type = (flags0>>4)&15;
	powers = *ptr++;
					// Last 2 unknown.
	return shapenum;
	}

/*
 *	Read in an armor-info entry from 'armor.dat'.
 *
 *	Output:	Shape # this entry describes.
 */

int Armor_info::read
	(
	std::istream& in		// Read from here.
	)
	{
	uint8 buf[10];			// Entry length.
	in.read((char *) buf, sizeof(buf));
	uint8 *ptr = buf;
	int shapenum = Read2(ptr);	// Bytes 0-1.
	prot = *ptr++;			// Protection value.
	ptr++;				// Unknown.
	immune = *ptr++;		// Immunity flags.
					// Last 5 are unknown/unused.
	return shapenum;
	}

/*
 *	Clean up.
 */

Shape_info::~Shape_info()
	{
	delete weapon;
	delete ammo;
	delete armor;
	if(weapon_offsets)
		delete [] weapon_offsets;
	delete monstinf;
	}

/*
 *	Create/delete 'info' for weapons, ammo, etc.
 *
 *	Output: Possibly updated ->info .
 */

Weapon_info *Shape_info::set_weapon_info(bool tf)
	{
	if (!tf)
		{
		delete weapon;
		weapon = 0;
		}
	else
		{
		if (!weapon)
			weapon = new Weapon_info();
		}
	return weapon;
	}
Ammo_info *Shape_info::set_ammo_info(bool tf)
	{
	if (!tf)
		{
		delete ammo;
		ammo = 0;
		}
	else
		{
		if (!ammo)
			ammo = new Ammo_info();
		}
	return ammo;
	}
Armor_info *Shape_info::set_armor_info(bool tf)
	{
	if (!tf)
		{
		delete armor;
		armor = 0;
		}
	else
		{
		if (!armor)
			armor = new Armor_info();
		}
	return armor;
	}
Monster_info *Shape_info::set_monster_info(bool tf)
	{
	if (!tf)
		{
		delete monstinf;
		monstinf = 0;
		}
	else
		{
		if (!monstinf)
			monstinf = new Monster_info();
		}
	return monstinf;
	}

/*
 *	Set 3D dimensions.
 */

void Shape_info::set_3d
	(
	int xt, int yt, int zt		// In tiles.
	)
	{
	xt = (xt - 1) & 7;		// Force legal values.
	yt = (yt - 1) & 7;
	zt &= 7;
	tfa[2] = (tfa[2]&~63)|xt|(yt<<3);
	tfa[0] = (tfa[0]&~(7<<5))|(zt<<5);
	dims[0] = xt + 1;
	dims[1] = yt + 1;
	dims[2] = zt;
	}

/*
 *	Set weapon offsets for given frame.
 */

void Shape_info::set_weapon_offset
	(
	int frame, 			// 0-31.
	unsigned char x, unsigned char y// 255 means "dont' draw".
	)
	{
	if (frame < 0 || frame > 31)
		return;
	if (x == 255 && y == 255)
		{
		if (weapon_offsets)	// +++Could delete if all 255's now.
			weapon_offsets[frame*2] =
			weapon_offsets[frame*2 + 1] = 255;
		return;
		}
	if (!weapon_offsets)
		{
		weapon_offsets = new unsigned char[64];
		std::memset(weapon_offsets, 255, sizeof(weapon_offsets));
		}
	weapon_offsets[frame*2] = x;
	weapon_offsets[frame*2 + 1] = y;
	}