forked from github/server
291 lines
9 KiB
C
291 lines
9 KiB
C
#ifndef H_KRNL_ITEM
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#define H_KRNL_ITEM
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#include <util/variant.h>
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#include "skill.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct unit;
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struct attrib;
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struct attrib_type;
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struct race;
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struct region;
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struct resource_type;
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struct locale;
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struct troop;
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struct item;
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struct order;
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struct storage;
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struct gamedata;
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struct rawmaterial_type;
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struct resource_mod;
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struct weapon_type;
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typedef struct item {
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struct item *next;
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const struct item_type *type;
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int number;
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} item;
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typedef struct resource {
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const struct resource_type *type;
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int number;
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struct resource *next;
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} resource;
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/* bitfield values for resource_type::flags */
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#define RTF_NONE 0
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#define RTF_ITEM (1<<0) /* this resource is an item */
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#define RTF_LIMITED (1<<1) /* a resource that's freely available, but in
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* limited supply */
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#define RTF_POOLED (1<<2) /* resource is available in pool */
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/* flags for resource_type::name() */
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#define NMF_PLURAL 0x01
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#define NMF_APPEARANCE 0x02
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void item_done(void);
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typedef bool(*wtype_attack)(const struct troop *,
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const struct weapon_type *, int *);
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typedef int(*rtype_uchange) (struct unit * user,
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const struct resource_type * rtype, int delta);
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typedef char *(*rtype_name) (const struct resource_type * rtype, int flags);
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typedef struct resource_type {
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/* --- constants --- */
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char *_name; /* wie es heisst */
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unsigned int flags;
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/* --- functions --- */
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rtype_uchange uchange;
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rtype_name name;
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struct rawmaterial_type *raw;
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struct resource_mod *modifiers;
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/* --- pointers --- */
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struct item_type *itype;
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struct luxury_type *ltype;
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struct weapon_type *wtype;
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struct armor_type *atype;
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} resource_type;
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const char *resourcename(const resource_type * rtype, int flags);
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const resource_type *findresourcetype(const char *name,
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const struct locale *lang);
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/* bitfield values for item_type::flags */
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#define ITF_NONE 0x0000
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#define ITF_HERB 0x0001 /* this item is a herb */
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#define ITF_CURSED 0x0002 /* cursed object, cannot be given away */
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#define ITF_NOTLOST 0x0004 /* special object (quests), cannot be lost through death etc. */
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#define ITF_BIG 0x0008 /* big item, e.g. does not fit in a bag of holding */
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#define ITF_ANIMAL 0x0010 /* an animal */
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#define ITF_VEHICLE 0x0020 /* a vehicle, drawn by two animals */
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#define ITF_CANUSE 0x0040 /* can be used with use_item_fun callout */
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#define ITF_POTION 0x0080 /* is a potion (for use_potion) */
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/* error codes for item_type::use */
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#define ECUSTOM -1
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#define ENOITEM -2
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#define ENOSKILL -3
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#define EUNUSABLE -4
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typedef struct item_type {
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resource_type *rtype;
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/* --- constants --- */
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unsigned int flags;
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int weight;
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int capacity;
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int mask_allow;
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int mask_deny;
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struct construction *construction;
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char *_appearance[2]; /* wie es fuer andere aussieht */
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int score;
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} item_type;
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const item_type *finditemtype(const char *name, const struct locale *lang);
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typedef struct luxury_type {
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struct luxury_type *next;
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const item_type *itype;
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int price;
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} luxury_type;
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extern luxury_type *luxurytypes;
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#define WMF_WALKING 0x0001
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#define WMF_RIDING 0x0002
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#define WMF_ANYONE 0x000F /* convenience */
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#define WMF_AGAINST_RIDING 0x0010
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#define WMF_AGAINST_WALKING 0x0020
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#define WMF_AGAINST_ANYONE 0x00F0 /* convenience */
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#define WMF_OFFENSIVE 0x0100
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#define WMF_DEFENSIVE 0x0200
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#define WMF_ANYTIME 0x0F00 /* convenience */
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#define WMF_DAMAGE 0x1000
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#define WMF_SKILL 0x2000
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#define WMF_MISSILE_TARGET 0x4000
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struct race_list;
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typedef struct weapon_mod {
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int value;
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int flags;
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int race_mask;
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} weapon_mod;
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#define ATF_NONE 0x00
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#define ATF_SHIELD 0x01
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#define ATF_LAEN 0x02
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typedef struct armor_type {
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const item_type *itype;
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unsigned int flags;
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double penalty;
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double projectile; /* chance, dass ein projektil abprallt */
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variant magres;
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int prot;
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} armor_type;
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#define WTF_NONE 0x00
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#define WTF_MISSILE 0x01
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#define WTF_MAGICAL 0x02
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#define WTF_PIERCE 0x04
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#define WTF_CUT 0x08
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#define WTF_BLUNT 0x10
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#define WTF_SIEGE 0x20
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#define WTF_ARMORPIERCING 0x40 /* armor has only half value */
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#define WTF_HORSEBONUS 0x80
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#define WTF_USESHIELD 0x100
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typedef struct weapon_type {
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const item_type *itype;
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char *damage[2];
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unsigned int flags;
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skill_t skill;
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int offmod;
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int defmod;
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variant magres;
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unsigned char reload; /* time to reload this weapon */
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weapon_mod *modifiers;
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/* --- functions --- */
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bool(*attack) (const struct troop *, const struct weapon_type *,
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int *deaths);
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} weapon_type;
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resource_type *rt_find(const char *name);
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item_type *it_find(const char *name);
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void it_set_appearance(item_type *itype, const char *appearance);
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const item_type *resource2item(const resource_type * rtype);
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const resource_type *item2resource(const item_type * i);
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const weapon_type *resource2weapon(const resource_type * i);
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const luxury_type *resource2luxury(const resource_type * i);
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item **i_find(item ** pi, const item_type * it);
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item *const *i_findc(item * const *pi, const item_type * it);
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item *i_add(item ** pi, item * it);
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void i_merge(item ** pi, item ** si);
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item *i_remove(item ** pi, item * it);
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void i_free(item * i);
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void i_freeall(item ** i);
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item *i_new(const item_type * it, int number);
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void read_items(struct storage *store, struct item **it);
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void write_items(struct storage *store, struct item *it);
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/* convenience: */
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item *i_change(item ** items, const item_type * it, int delta);
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int i_get(const item * items, const item_type * it);
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/* creation */
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resource_type *rt_get_or_create(const char *name);
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item_type *it_get_or_create(resource_type *rtype);
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luxury_type *new_luxurytype(item_type * itype, int price);
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weapon_type *new_weapontype(item_type * itype, int wflags,
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variant magres, const char *damage[], int offmod, int defmod, unsigned char reload,
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skill_t sk);
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void free_wtype(struct weapon_type *wtype);
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armor_type *new_armortype(item_type * itype, double penalty,
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variant magres, int prot, unsigned int flags);
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void free_atype(struct armor_type *wtype);
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/* these constants are used with get_resourcetype.
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* The order of the enum is not important for stored data.
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* The resourcenames array must be updated to match.
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*/
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typedef enum {
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/* SPECIAL */
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R_SILVER,
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R_AURA, /* Aura */
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R_PERMAURA, /* Permanente Aura */
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R_LIFE,
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R_PEASANT,
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R_SAPLING,
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R_MALLORN_SAPLING,
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R_TREE,
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R_MALLORN_TREE,
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/* ITEMS: */
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R_SEED,
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R_MALLORN_SEED,
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R_IRON,
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R_STONE,
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R_HORSE,
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R_AMULET_OF_HEALING,
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R_AMULET_OF_TRUE_SEEING,
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R_RING_OF_INVISIBILITY,
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R_RING_OF_POWER,
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R_CHASTITY_BELT,
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R_EOG,
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R_FEENSTIEFEL,
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R_BIRTHDAYAMULET,
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R_PEGASUS,
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R_UNICORN,
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R_CHARGER,
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R_DOLPHIN,
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R_RING_OF_NIMBLEFINGER,
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R_TROLLBELT,
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R_AURAKULUM,
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R_SPHERE_OF_INVISIBILITY,
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R_BAG_OF_HOLDING,
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R_SACK_OF_CONSERVATION,
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R_TACTICCRYSTAL,
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R_WATER_OF_LIFE,
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/* SONSTIGE */
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MAX_RESOURCES, /* do not use outside item.c ! */
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NORESOURCE = -1
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} resource_t;
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extern const struct item_type *oldpotiontype[];
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extern struct attrib_type at_showitem; /* show this potion's description */
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void show_item(struct unit * u, const struct item_type * itype);
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const struct resource_type *get_resourcetype(resource_t rt);
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struct item *item_spoil(const struct race *rc, int size);
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int get_item(const struct unit * u, const struct item_type *itype);
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int get_money(const struct unit *);
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int set_money(struct unit *, int);
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int change_money(struct unit *, int);
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void register_resources(void);
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void init_resources(void);
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void register_item_give(int(*foo) (struct unit *, struct unit *,
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const struct item_type *, int, struct order *), const char *name);
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void register_item_use(int(*foo) (struct unit *,
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const struct item_type *, int, struct order *), const char *name);
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void free_resources(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* _ITEM_H */
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