fallout2-ce/src/proto_types.h

482 lines
12 KiB
C++

#ifndef PROTO_TYPES_H
#define PROTO_TYPES_H
namespace fallout {
// Number of prototypes in prototype extent.
#define PROTO_LIST_EXTENT_SIZE 16
// Max number of prototypes of one type to be stored in prototype cache lists.
// Once this value is reached the top most proto extent is removed from the
// cache list.
//
// See:
// - [sub_4A2108]
// - [sub_4A2040]
#define PROTO_LIST_MAX_ENTRIES 512
#define WEAPON_TWO_HAND 0x00000200
enum {
GENDER_MALE,
GENDER_FEMALE,
GENDER_COUNT,
};
enum {
ITEM_TYPE_ARMOR,
ITEM_TYPE_CONTAINER,
ITEM_TYPE_DRUG,
ITEM_TYPE_WEAPON,
ITEM_TYPE_AMMO,
ITEM_TYPE_MISC,
ITEM_TYPE_KEY,
ITEM_TYPE_COUNT,
};
enum {
SCENERY_TYPE_DOOR,
SCENERY_TYPE_STAIRS,
SCENERY_TYPE_ELEVATOR,
SCENERY_TYPE_LADDER_UP,
SCENERY_TYPE_LADDER_DOWN,
SCENERY_TYPE_GENERIC,
SCENERY_TYPE_COUNT,
};
enum {
MATERIAL_TYPE_GLASS,
MATERIAL_TYPE_METAL,
MATERIAL_TYPE_PLASTIC,
MATERIAL_TYPE_WOOD,
MATERIAL_TYPE_DIRT,
MATERIAL_TYPE_STONE,
MATERIAL_TYPE_CEMENT,
MATERIAL_TYPE_LEATHER,
MATERIAL_TYPE_COUNT,
};
enum {
DAMAGE_TYPE_NORMAL,
DAMAGE_TYPE_LASER,
DAMAGE_TYPE_FIRE,
DAMAGE_TYPE_PLASMA,
DAMAGE_TYPE_ELECTRICAL,
DAMAGE_TYPE_EMP,
DAMAGE_TYPE_EXPLOSION,
DAMAGE_TYPE_COUNT,
};
enum {
CALIBER_TYPE_NONE,
CALIBER_TYPE_ROCKET,
CALIBER_TYPE_FLAMETHROWER_FUEL,
CALIBER_TYPE_C_ENERGY_CELL,
CALIBER_TYPE_D_ENERGY_CELL,
CALIBER_TYPE_223,
CALIBER_TYPE_5_MM,
CALIBER_TYPE_40_CAL,
CALIBER_TYPE_10_MM,
CALIBER_TYPE_44_CAL,
CALIBER_TYPE_14_MM,
CALIBER_TYPE_12_GAUGE,
CALIBER_TYPE_9_MM,
CALIBER_TYPE_BB,
CALIBER_TYPE_45_CAL,
CALIBER_TYPE_2_MM,
CALIBER_TYPE_4_7_MM_CASELESS,
CALIBER_TYPE_NH_NEEDLER,
CALIBER_TYPE_7_62,
CALIBER_TYPE_COUNT,
};
enum {
RACE_TYPE_CAUCASIAN,
RACE_TYPE_AFRICAN,
RACE_TYPE_COUNT,
};
enum {
BODY_TYPE_BIPED,
BODY_TYPE_QUADRUPED,
BODY_TYPE_ROBOTIC,
BODY_TYPE_COUNT,
};
enum {
KILL_TYPE_MAN,
KILL_TYPE_WOMAN,
KILL_TYPE_CHILD,
KILL_TYPE_SUPER_MUTANT,
KILL_TYPE_GHOUL,
KILL_TYPE_BRAHMIN,
KILL_TYPE_RADSCORPION,
KILL_TYPE_RAT,
KILL_TYPE_FLOATER,
KILL_TYPE_CENTAUR,
KILL_TYPE_ROBOT,
KILL_TYPE_DOG,
KILL_TYPE_MANTIS,
KILL_TYPE_DEATH_CLAW,
KILL_TYPE_PLANT,
KILL_TYPE_GECKO,
KILL_TYPE_ALIEN,
KILL_TYPE_GIANT_ANT,
KILL_TYPE_BIG_BAD_BOSS,
KILL_TYPE_COUNT,
// Sfall has the option to treat kill type numbers as shorts, thus doubling
// number of kill types it can deal with without breaking backwards
// compatibility.
SFALL_KILL_TYPE_COUNT = KILL_TYPE_COUNT * 2,
};
enum {
PROTO_ID_POWER_ARMOR = 3,
PROTO_ID_SMALL_ENERGY_CELL = 38,
PROTO_ID_MICRO_FUSION_CELL = 39,
PROTO_ID_STIMPACK = 40,
PROTO_ID_MONEY = 41,
PROTO_ID_FIRST_AID_KIT = 47,
PROTO_ID_RADAWAY = 48,
PROTO_ID_DYNAMITE_I = 51,
PROTO_ID_GEIGER_COUNTER_I = 52,
PROTO_ID_MENTATS = 53,
PROTO_ID_STEALTH_BOY_I = 54,
PROTO_ID_MOTION_SENSOR = 59,
PROTO_ID_BIG_BOOK_OF_SCIENCE = 73,
PROTO_ID_DEANS_ELECTRONICS = 76,
PROTO_ID_FLARE = 79,
PROTO_ID_FIRST_AID_BOOK = 80,
PROTO_ID_PLASTIC_EXPLOSIVES_I = 85,
PROTO_ID_SCOUT_HANDBOOK = 86,
PROTO_ID_BUFF_OUT = 87,
PROTO_ID_DOCTORS_BAG = 91,
PROTO_ID_GUNS_AND_BULLETS = 102,
PROTO_ID_NUKA_COLA = 106,
PROTO_ID_PSYCHO = 110,
PROTO_ID_BEER = 124,
PROTO_ID_BOOZE = 125,
PROTO_ID_SUPER_STIMPACK = 144,
PROTO_ID_MOLOTOV_COCKTAIL = 159,
PROTO_ID_LIT_FLARE = 205,
PROTO_ID_DYNAMITE_II = 206, // armed
PROTO_ID_GEIGER_COUNTER_II = 207,
PROTO_ID_PLASTIC_EXPLOSIVES_II = 209, // armed
PROTO_ID_STEALTH_BOY_II = 210,
PROTO_ID_HARDENED_POWER_ARMOR = 232,
PROTO_ID_JET = 259,
PROTO_ID_JET_ANTIDOTE = 260,
PROTO_ID_HEALING_POWDER = 273,
PROTO_ID_DECK_OF_TRAGIC_CARDS = 304,
PROTO_ID_CATS_PAW_ISSUE_5 = 331,
PROTO_ID_ADVANCED_POWER_ARMOR = 348,
PROTO_ID_ADVANCED_POWER_ARMOR_MK_II = 349,
PROTO_ID_SHIV = 383,
PROTO_ID_SOLAR_SCORCHER = 390,
PROTO_ID_SUPER_CATTLE_PROD = 399,
PROTO_ID_MEGA_POWER_FIST = 407,
PROTO_ID_FIELD_MEDIC_FIRST_AID_KIT = 408,
PROTO_ID_PARAMEDICS_BAG = 409,
PROTO_ID_RAMIREZ_BOX_CLOSED = 431,
PROTO_ID_MIRRORED_SHADES = 433,
PROTO_ID_RAIDERS_MAP = 444,
PROTO_ID_CAR_TRUNK = 455,
PROTO_ID_PIP_BOY_LINGUAL_ENHANCER = 499,
PROTO_ID_PIP_BOY_MEDICAL_ENHANCER = 516,
PROTO_ID_SURVEY_MAP = 523,
};
#define PROTO_ID_0x1000098 0x1000098
#define PROTO_ID_0x10001E0 0x10001E0
#define PROTO_ID_0x2000031 0x2000031
#define PROTO_ID_0x2000158 0x2000158
#define PROTO_ID_CAR 0x20003F1
#define PROTO_ID_0x200050D 0x200050D
#define PROTO_ID_0x2000099 0x2000099
#define PROTO_ID_0x20001A5 0x20001A5
#define PROTO_ID_0x20001D6 0x20001D6
#define PROTO_ID_0x20001EB 0x20001EB
#define FID_0x20001F5 0x20001F5
#define FIRST_EXIT_GRID_PID 0x5000010
#define LAST_EXIT_GRID_PID 0x5000017
#define FIRST_RADIOACTIVE_GOO_PID 0x20003D9
#define LAST_RADIOACTIVE_GOO_PID 0x20003DC
typedef enum ItemProtoFlags {
ItemProtoFlags_0x08 = 0x08,
ItemProtoFlags_0x10 = 0x10,
ItemProtoFlags_0x1000 = 0x1000,
ItemProtoFlags_0x8000 = 0x8000,
ItemProtoFlags_0x20000000 = 0x20000000,
ItemProtoFlags_0x80000000 = 0x80000000,
} ItemProtoFlags;
typedef enum ItemProtoExtendedFlags {
ItemProtoExtendedFlags_BigGun = 0x0100,
ItemProtoExtendedFlags_IsTwoHanded = 0x0200,
ItemProtoExtendedFlags_0x0800 = 0x0800,
ItemProtoExtendedFlags_0x1000 = 0x1000,
ItemProtoExtendedFlags_0x2000 = 0x2000,
ItemProtoExtendedFlags_0x8000 = 0x8000,
// This flag is used on weapons to indicate that's an natural (integral)
// part of it's owner, for example Claw, or Robot's Rocket Launcher. Items
// with this flag on do count toward total weight and cannot be dropped.
ITEM_HIDDEN = 0x08000000,
} ItemProtoExtendedFlags;
typedef struct {
int armorClass; // d.ac
int damageResistance[7]; // d.dam_resist
int damageThreshold[7]; // d.dam_thresh
int perk; // d.perk
int maleFid; // d.male_fid
int femaleFid; // d.female_fid
} ProtoItemArmorData;
typedef struct {
int maxSize; // d.max_size
int openFlags; // d.open_flags
} ProtoItemContainerData;
typedef struct {
int stat[3]; // d.stat
int amount[3]; // d.amount
int duration1; // d.duration1
int amount1[3]; // d.amount1
int duration2; // d.duration2
int amount2[3]; // d.amount2
int addictionChance; // d.addiction_chance
int withdrawalEffect; // d.withdrawal_effect
int withdrawalOnset; // d.withdrawal_onset
} ProtoItemDrugData;
typedef struct {
int animationCode; // d.animation_code
int minDamage; // d.min_damage
int maxDamage; // d.max_damage
int damageType; // d.dt
int maxRange1; // d.max_range1
int maxRange2; // d.max_range2
int projectilePid; // d.proj_pid
int minStrength; // d.min_st
int actionPointCost1; // d.mp_cost1
int actionPointCost2; // d.mp_cost2
int criticalFailureType; // d.crit_fail_table
int perk; // d.perk
int rounds; // d.rounds
int caliber; // d.caliber
int ammoTypePid; // d.ammo_type_pid
int ammoCapacity; // d.max_ammo
unsigned char soundCode; // d.sound_id
} ProtoItemWeaponData;
typedef struct {
int caliber; // d.caliber
int quantity; // d.quantity
int armorClassModifier; // d.ac_adjust
int damageResistanceModifier; // d.dr_adjust
int damageMultiplier; // d.dam_mult
int damageDivisor; // d.dam_div
} ProtoItemAmmoData;
typedef struct {
int powerTypePid; // d.power_type_pid
int powerType; // d.power_type
int charges; // d.charges
} ProtoItemMiscData;
typedef struct {
int keyCode; // d.key_code
} ProtoItemKeyData;
typedef struct ItemProtoData {
union {
struct {
int field_0;
int field_4;
int field_8; // max charges
int field_C;
int field_10;
int field_14;
int field_18;
} unknown;
ProtoItemArmorData armor;
ProtoItemContainerData container;
ProtoItemDrugData drug;
ProtoItemWeaponData weapon;
ProtoItemAmmoData ammo;
ProtoItemMiscData misc;
ProtoItemKeyData key;
};
} ItemProtoData;
typedef struct ItemProto {
int pid; // pid
int messageId; // message_num
int fid; // fid
int lightDistance; // light_distance
int lightIntensity; // light_intensity
int flags; // flags
int extendedFlags; // flags_ext
int sid; // sid
int type; // type
ItemProtoData data; // d
int material; // material
int size; // size
int weight; // weight
int cost; // cost
int inventoryFid; // inv_fid
unsigned char field_80;
} ItemProto;
typedef struct CritterProtoData {
int flags; // d.flags
int baseStats[35]; // d.stat_base
int bonusStats[35]; // d.stat_bonus
int skills[18]; // d.stat_points
int bodyType; // d.body
int experience;
int killType;
// Looks like this is the "native" damage type when critter is unarmed.
int damageType;
} CritterProtoData;
typedef struct CritterProto {
int pid; // pid
int messageId; // message_num
int fid; // fid
int lightDistance; // light_distance
int lightIntensity; // light_intensity
int flags; // flags
int extendedFlags; // flags_ext
int sid; // sid
CritterProtoData data; // d
int headFid; // head_fid
int aiPacket; // ai_packet
int team; // team_num
} CritterProto;
typedef struct {
int openFlags; // d.open_flags
int keyCode; // d.key_code
} SceneryProtoDoorData;
typedef struct {
int field_0; // d.lower_tile
int field_4; // d.upper_tile
} SceneryProtoStairsData;
typedef struct {
int type;
int level;
} SceneryProtoElevatorData;
typedef struct {
int field_0;
} SceneryProtoLadderData;
typedef struct {
int field_0;
} SceneryProtoGenericData;
typedef struct SceneryProtoData {
union {
SceneryProtoDoorData door;
SceneryProtoStairsData stairs;
SceneryProtoElevatorData elevator;
SceneryProtoLadderData ladder;
SceneryProtoGenericData generic;
};
} SceneryProtoData;
typedef struct SceneryProto {
int pid; // id
int messageId; // message_num
int fid; // fid
int lightDistance; // light_distance
int lightIntensity; // light_intensity
int flags; // flags
int extendedFlags; // flags_ext
int sid; // sid
int type; // type
SceneryProtoData data;
int field_2C; // material
int field_30; //
unsigned char field_34;
} SceneryProto;
typedef struct WallProto {
int pid; // id
int messageId; // message_num
int fid; // fid
int lightDistance; // light_distance
int lightIntensity; // light_intensity
int flags; // flags
int extendedFlags; // flags_ext
int sid; // sid
int material; // material
} WallProto;
typedef struct TileProto {
int pid; // id
int messageId; // message_num
int fid; // fid
int flags; // flags
int extendedFlags; // flags_ext
int sid; // sid
int material; // material
} TileProto;
typedef struct MiscProto {
int pid; // id
int messageId; // message_num
int fid; // fid
int lightDistance; // light_distance
int lightIntensity; // light_intensity
int flags; // flags
int extendedFlags; // flags_ext
} MiscProto;
typedef union Proto {
struct {
int pid; // pid
int messageId; // message_num
int fid; // fid
// TODO: Move to NonTile props?
int lightDistance;
int lightIntensity;
int flags;
int extendedFlags;
int sid;
};
ItemProto item;
CritterProto critter;
SceneryProto scenery;
WallProto wall;
TileProto tile;
MiscProto misc;
} Proto;
typedef struct ProtoListExtent {
Proto* proto[PROTO_LIST_EXTENT_SIZE];
// Number of protos in the extent
int length;
struct ProtoListExtent* next;
} ProtoListExtent;
typedef struct ProtoList {
ProtoListExtent* head;
ProtoListExtent* tail;
// Number of extents in the list.
int length;
// Number of lines in proto/{type}/{type}.lst.
int max_entries_num;
} ProtoList;
} // namespace fallout
#endif /* PROTO_TYPES_H */