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113 lines
3.6 KiB
113 lines
3.6 KiB
/** |
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* @file objects.h |
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* |
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* Interface of object functionality, interaction, spawning, loading, etc. |
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*/ |
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#pragma once |
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#include <cstdint> |
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#include "engine/point.hpp" |
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#include "itemdat.h" |
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#include "objdat.h" |
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#include "textdat.h" |
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namespace devilution { |
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#define MAXOBJECTS 127 |
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struct ObjectStruct { |
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_object_id _otype; |
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Point position; |
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bool _oLight; |
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uint32_t _oAnimFlag; |
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byte *_oAnimData; |
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int _oAnimDelay; // Tick length of each frame in the current animation |
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int _oAnimCnt; // Increases by one each game tick, counting how close we are to _pAnimDelay |
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uint32_t _oAnimLen; // Number of frames in current animation |
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uint32_t _oAnimFrame; // Current frame of animation. |
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int _oAnimWidth; |
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bool _oDelFlag; |
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int8_t _oBreak; |
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bool _oSolidFlag; |
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bool _oMissFlag; |
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uint8_t _oSelFlag; |
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bool _oPreFlag; |
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bool _oTrapFlag; |
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bool _oDoorFlag; |
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int _olid; |
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/** |
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* Saves the absolute value of the engine state (typically from a call to AdvanceRndSeed()) to later use when spawning items from a container object |
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* This is an unsigned value to avoid implementation defined behaviour when reading from this variable. |
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*/ |
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uint32_t _oRndSeed; |
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int _oVar1; |
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int _oVar2; |
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int _oVar3; |
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int _oVar4; |
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int _oVar5; |
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uint32_t _oVar6; |
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_speech_id _oVar7; |
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int _oVar8; |
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}; |
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extern ObjectStruct Objects[MAXOBJECTS]; |
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extern int AvailableObjects[MAXOBJECTS]; |
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extern int ActiveObjects[MAXOBJECTS]; |
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extern int ActiveObjectCount; |
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extern bool ApplyObjectLighting; |
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extern bool LoadingMapObjects; |
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void InitObjectGFX(); |
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void FreeObjectGFX(); |
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void AddL1Objs(int x1, int y1, int x2, int y2); |
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void AddL2Objs(int x1, int y1, int x2, int y2); |
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void InitObjects(); |
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void SetMapObjects(const uint16_t *dunData, int startx, int starty); |
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void SetObjMapRange(int i, int x1, int y1, int x2, int y2, int v); |
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void SetBookMsg(int i, _speech_id msg); |
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void GetRndObjLoc(int randarea, int *xx, int *yy); |
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void AddMushPatch(); |
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void AddSlainHero(); |
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void AddCryptBook(_object_id ot, int v2, int ox, int oy); |
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void AddCryptObject(int i, int a2); |
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void AddNakrulBook(int a1, int a2, int a3); |
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/** |
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* @brief Spawns an object of the given type at the map coordinates provided |
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* @param objType Type specifier |
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* @param objPos tile coordinates |
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*/ |
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void AddObject(_object_id objType, Point objPos); |
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void Obj_Trap(int i); |
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void ProcessObjects(); |
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void ObjSetMicro(Point position, int pn); |
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void RedoPlayerVision(); |
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void MonstCheckDoors(int m); |
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void ObjChangeMap(int x1, int y1, int x2, int y2); |
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void ObjChangeMapResync(int x1, int y1, int x2, int y2); |
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void TryDisarm(int pnum, int i); |
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int ItemMiscIdIdx(item_misc_id imiscid); |
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void OperateObject(int pnum, int i, bool TeleFlag); |
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void SyncOpObject(int pnum, int cmd, int i); |
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void BreakObject(int pnum, int oi); |
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void SyncBreakObj(int pnum, int oi); |
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void SyncObjectAnim(ObjectStruct &object); |
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void GetObjectStr(int i); |
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void OperateNakrulLever(); |
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void SyncNakrulRoom(); |
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void AddNakrulLeaver(); |
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/** |
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* @brief Checks whether the player is activating Na-Krul's spell tomes in the correct order |
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* |
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* Used as part of the final Diablo: Hellfire quest (from the hints provided to the player in the |
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* reconstructed note). This function both updates the state of the variable that tracks progress |
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* and also determines whether the spawn conditions are met (i.e. all tomes have been triggered |
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* in the correct order). |
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* |
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* @param s the id of the spell tome |
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* @return true if the player has activated all three tomes in the correct order, false otherwise |
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*/ |
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bool OperateNakrulBook(int s); |
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bool objectIsDisabled(int i); |
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} // namespace devilution
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