fallout2-ce/src/obj_types.h

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#ifndef OBJ_TYPES_H
#define OBJ_TYPES_H
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namespace fallout {
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// Rotation
typedef enum Rotation {
ROTATION_NE, // 0
ROTATION_E, // 1
ROTATION_SE, // 2
ROTATION_SW, // 3
ROTATION_W, // 4
ROTATION_NW, // 5
ROTATION_COUNT,
} Rotation;
enum {
OBJ_TYPE_ITEM,
OBJ_TYPE_CRITTER,
OBJ_TYPE_SCENERY,
OBJ_TYPE_WALL,
OBJ_TYPE_TILE,
OBJ_TYPE_MISC,
OBJ_TYPE_INTERFACE,
OBJ_TYPE_INVENTORY,
OBJ_TYPE_HEAD,
OBJ_TYPE_BACKGROUND,
OBJ_TYPE_SKILLDEX,
OBJ_TYPE_COUNT,
};
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#define FID_TYPE(value) ((value)&0xF000000) >> 24
#define PID_TYPE(value) (value) >> 24
#define SID_TYPE(value) (value) >> 24
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typedef enum OutlineType {
OUTLINE_TYPE_HOSTILE = 1,
OUTLINE_TYPE_2 = 2,
OUTLINE_TYPE_4 = 4,
OUTLINE_TYPE_FRIENDLY = 8,
OUTLINE_TYPE_ITEM = 16,
OUTLINE_TYPE_32 = 32,
} OutlineType;
typedef enum ObjectFlags {
OBJECT_HIDDEN = 0x01,
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// Specifies that the object should not be saved to the savegame file.
//
// This flag is used in these situations:
// - To prevent saving of system objects like dude (which has separate
// saving routine), egg, mouse cursors, etc.
// - To prevent saving of temporary objects (projectiles, explosion
// effects, etc.).
// - To prevent saving of objects which cannot be removed for some reason,
// like objects trying to delete themselves from scripting engine (used
// together with `OBJECT_HIDDEN` to prevent affecting game world).
OBJECT_NO_SAVE = 0x04,
OBJECT_FLAT = 0x08,
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OBJECT_NO_BLOCK = 0x10,
OBJECT_LIGHTING = 0x20,
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// Specifies that the object should not be removed (freed) from the game
// world for whatever reason.
//
// This flag is used to prevent freeing of system objects like dude, egg,
// mouse cursors, etc.
OBJECT_NO_REMOVE = 0x400,
OBJECT_MULTIHEX = 0x800,
OBJECT_NO_HIGHLIGHT = 0x1000,
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OBJECT_QUEUED = 0x2000, // set if there was/is any event for the object
OBJECT_TRANS_RED = 0x4000,
OBJECT_TRANS_NONE = 0x8000,
OBJECT_TRANS_WALL = 0x10000,
OBJECT_TRANS_GLASS = 0x20000,
OBJECT_TRANS_STEAM = 0x40000,
OBJECT_TRANS_ENERGY = 0x80000,
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OBJECT_IN_LEFT_HAND = 0x1000000,
OBJECT_IN_RIGHT_HAND = 0x2000000,
OBJECT_WORN = 0x4000000,
OBJECT_WALL_TRANS_END = 0x10000000,
OBJECT_LIGHT_THRU = 0x20000000,
OBJECT_SEEN = 0x40000000,
OBJECT_SHOOT_THRU = 0x80000000,
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OBJECT_IN_ANY_HAND = OBJECT_IN_LEFT_HAND | OBJECT_IN_RIGHT_HAND,
OBJECT_EQUIPPED = OBJECT_IN_ANY_HAND | OBJECT_WORN,
OBJECT_FLAG_0xFC000 = OBJECT_TRANS_ENERGY | OBJECT_TRANS_STEAM | OBJECT_TRANS_GLASS | OBJECT_TRANS_WALL | OBJECT_TRANS_NONE | OBJECT_TRANS_RED,
OBJECT_OPEN_DOOR = OBJECT_SHOOT_THRU | OBJECT_LIGHT_THRU | OBJECT_NO_BLOCK,
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} ObjectFlags;
typedef enum CritterFlags {
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CRITTER_BARTER = 0x02,
CRITTER_NO_STEAL = 0x20,
CRITTER_NO_DROP = 0x40,
CRITTER_NO_LIMBS = 0x80,
CRITTER_NO_AGE = 0x100,
CRITTER_NO_HEAL = 0x200,
CRITTER_INVULNERABLE = 0x400,
CRITTER_FLAT = 0x800,
CRITTER_SPECIAL_DEATH = 0x1000,
CRITTER_LONG_LIMBS = 0x2000,
CRITTER_NO_KNOCKBACK = 0x4000,
} CritterFlags;
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#define CRITTER_RADIATED 0x02
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#define OUTLINE_TYPE_MASK 0xFFFFFF
#define OUTLINE_PALETTED 0x40000000
#define OUTLINE_DISABLED 0x80000000
// These two values are the same but stored in different fields.
#define CONTAINER_FLAG_JAMMED 0x04000000
#define DOOR_FLAG_JAMMGED 0x04000000
#define CONTAINER_FLAG_LOCKED 0x02000000
#define DOOR_FLAG_LOCKED 0x02000000
typedef enum CritterManeuver {
CRITTER_MANEUVER_NONE = 0,
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CRITTER_MANEUVER_ENGAGING = 0x01,
CRITTER_MANEUVER_DISENGAGING = 0x02,
CRITTER_MANUEVER_FLEEING = 0x04,
} CritterManeuver;
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typedef enum Dam {
DAM_KNOCKED_OUT = 0x01,
DAM_KNOCKED_DOWN = 0x02,
DAM_CRIP_LEG_LEFT = 0x04,
DAM_CRIP_LEG_RIGHT = 0x08,
DAM_CRIP_ARM_LEFT = 0x10,
DAM_CRIP_ARM_RIGHT = 0x20,
DAM_BLIND = 0x40,
DAM_DEAD = 0x80,
DAM_HIT = 0x100,
DAM_CRITICAL = 0x200,
DAM_ON_FIRE = 0x400,
DAM_BYPASS = 0x800,
DAM_EXPLODE = 0x1000,
DAM_DESTROY = 0x2000,
DAM_DROP = 0x4000,
DAM_LOSE_TURN = 0x8000,
DAM_HIT_SELF = 0x10000,
DAM_LOSE_AMMO = 0x20000,
DAM_DUD = 0x40000,
DAM_HURT_SELF = 0x80000,
DAM_RANDOM_HIT = 0x100000,
DAM_CRIP_RANDOM = 0x200000,
DAM_BACKWASH = 0x400000,
DAM_PERFORM_REVERSE = 0x800000,
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DAM_CRIP_LEG_ANY = DAM_CRIP_LEG_LEFT | DAM_CRIP_LEG_RIGHT,
DAM_CRIP_ARM_ANY = DAM_CRIP_ARM_LEFT | DAM_CRIP_ARM_RIGHT,
DAM_CRIP = DAM_CRIP_LEG_ANY | DAM_CRIP_ARM_ANY | DAM_BLIND,
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} Dam;
#define OBJ_LOCKED 0x02000000
#define OBJ_JAMMED 0x04000000
typedef struct Object Object;
typedef struct InventoryItem {
Object* item;
int quantity;
} InventoryItem;
// Represents inventory of the object.
typedef struct Inventory {
int length;
int capacity;
InventoryItem* items;
} Inventory;
typedef struct WeaponObjectData {
int ammoQuantity; // obj_pudg.pudweapon.cur_ammo_quantity
int ammoTypePid; // obj_pudg.pudweapon.cur_ammo_type_pid
} WeaponObjectData;
typedef struct AmmoItemData {
int quantity; // obj_pudg.pudammo.cur_ammo_quantity
} AmmoItemData;
typedef struct MiscItemData {
int charges; // obj_pudg.pudmisc_item.curr_charges
} MiscItemData;
typedef struct KeyItemData {
int keyCode; // obj_pudg.pudkey_item.cur_key_code
} KeyItemData;
typedef union ItemObjectData {
WeaponObjectData weapon;
AmmoItemData ammo;
MiscItemData misc;
KeyItemData key;
} ItemObjectData;
typedef struct CritterCombatData {
int maneuver; // obj_pud.combat_data.maneuver
int ap; // obj_pud.combat_data.curr_mp
int results; // obj_pud.combat_data.results
int damageLastTurn; // obj_pud.combat_data.damage_last_turn
int aiPacket; // obj_pud.combat_data.ai_packet
int team; // obj_pud.combat_data.team_num
union {
Object* whoHitMe; // obj_pud.combat_data.who_hit_me
int whoHitMeCid;
};
} CritterCombatData;
typedef struct CritterObjectData {
int field_0; // obj_pud.reaction_to_pc
CritterCombatData combat; // obj_pud.combat_data
int hp; // obj_pud.curr_hp
int radiation; // obj_pud.curr_rad
int poison; // obj_pud.curr_poison
} CritterObjectData;
typedef struct DoorSceneryData {
int openFlags; // obj_pudg.pudportal.cur_open_flags
} DoorSceneryData;
typedef struct StairsSceneryData {
int destinationMap; // obj_pudg.pudstairs.destMap
int destinationBuiltTile; // obj_pudg.pudstairs.destBuiltTile
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} StairsSceneryData;
typedef struct ElevatorSceneryData {
int type;
int level;
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} ElevatorSceneryData;
typedef struct LadderSceneryData {
int destinationMap;
int destinationBuiltTile;
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} LadderSceneryData;
typedef union SceneryObjectData {
DoorSceneryData door;
StairsSceneryData stairs;
ElevatorSceneryData elevator;
LadderSceneryData ladder;
} SceneryObjectData;
typedef struct MiscObjectData {
int map;
int tile;
int elevation;
int rotation;
} MiscObjectData;
typedef struct ObjectData {
Inventory inventory;
union {
CritterObjectData critter;
struct {
int flags;
union {
ItemObjectData item;
SceneryObjectData scenery;
MiscObjectData misc;
};
};
};
} ObjectData;
typedef struct Object {
int id; // obj_id
int tile; // obj_tile_num
int x; // obj_x
int y; // obj_y
int sx; // obj_sx
int sy; // obj_sy
int frame; // obj_cur_frm
int rotation; // obj_cur_rot
int fid; // obj_fid
int flags; // obj_flags
int elevation; // obj_elev
union {
int field_2C_array[14];
ObjectData data;
};
int pid; // obj_pid
int cid; // obj_cid
int lightDistance; // obj_light_distance
int lightIntensity; // obj_light_intensity
int outline; // obj_outline
int sid; // obj_sid
Object* owner;
int field_80;
} Object;
typedef struct ObjectListNode {
Object* obj;
struct ObjectListNode* next;
} ObjectListNode;
#define BUILT_TILE_TILE_MASK 0x3FFFFFF
#define BUILT_TILE_ELEVATION_MASK 0xE0000000
#define BUILT_TILE_ELEVATION_SHIFT 29
#define BUILT_TILE_ROTATION_MASK 0x1C000000
#define BUILT_TILE_ROTATION_SHIFT 26
static inline int builtTileGetTile(int builtTile)
{
return builtTile & BUILT_TILE_TILE_MASK;
}
static inline int builtTileGetElevation(int builtTile)
{
return (builtTile & BUILT_TILE_ELEVATION_MASK) >> BUILT_TILE_ELEVATION_SHIFT;
}
static inline int builtTileGetRotation(int builtTile)
{
return (builtTile & BUILT_TILE_ROTATION_MASK) >> BUILT_TILE_ROTATION_SHIFT;
}
static inline int builtTileCreate(int tile, int elevation)
{
return tile | ((elevation << BUILT_TILE_ELEVATION_SHIFT) & BUILT_TILE_ELEVATION_MASK);
}
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} // namespace fallout
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#endif /* OBJ_TYPES_H */