mirror of
https://github.com/badvision/lawless-legends.git
synced 2024-06-26 00:29:30 +00:00
Refactored global scripts into their own module.
This commit is contained in:
parent
c4e46238cd
commit
9a1a1d0a0e
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@ -955,10 +955,10 @@ class PackPartitions
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//println "defCount =$defCount"
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// Sanity checking on the offsets
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assert asmCodeStart >= 0 && asmCodeStart < byteCodeStart
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assert byteCodeStart >= asmCodeStart && byteCodeStart < fixupStart
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assert initStart == 0 || (initStart+2 >= byteCodeStart && initStart+2 < fixupStart)
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assert fixupStart < buf.length
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assert asmCodeStart >= 0 && asmCodeStart <= byteCodeStart
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assert byteCodeStart >= asmCodeStart && byteCodeStart <= fixupStart
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assert initStart == 0 || (initStart+2 >= byteCodeStart && initStart+2 <= fixupStart)
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assert fixupStart <= buf.length
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// Split up the parts now that we know their offsets
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def asmCode = buf[asmCodeStart..<byteCodeStart]
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@ -1267,6 +1267,7 @@ class PackPartitions
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readCode("tileEngine", "src/tile/build/tile.b")
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readModule("gameloop", "src/plasma/build/gameloop.b")
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readModule("globalScripts", "src/plasma/build/globalScripts.b")
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readModule("combat", "src/plasma/build/combat.b")
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}
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@ -27,25 +27,11 @@
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<!-- Create build directory -->
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<mkdir dir="${build.dir}"/>
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<!-- Same with combat code -->
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<echo>combat.pla</echo>
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<!-- Translate the PLASMA code to ACME assembly code-->
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<apply executable="../../../tools/PLASMA/src/plasm" dir="${src.dir}"
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relative="true" parallel="false" failonerror="true" verbose="true"
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addsourcefile="false">
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<fileset dir="${src.dir}" includes="combat.pla"/>
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<arg value="-AM"/>
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<redirector logError="yes">
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<inputmapper type="glob" from="*" to="${src.dir}/*"/>
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<outputmapper id="out" type="glob" from="*.pla" to="${build.dir}/*.a"/>
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</redirector>
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</apply>
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<!-- Translate the game loop from PLASMA to ACME assembly code-->
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<echo>gameloop.pla</echo>
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<apply executable="../../../tools/PLASMA/src/plasm" dir="${src.dir}"
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relative="true" parallel="false" failonerror="true" verbose="true"
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addsourcefile="false">
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<fileset dir="${src.dir}" includes="gameloop.pla"/>
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<fileset dir="${src.dir}" includes="*.pla" excludes="gen_*,heaptest*,playtype*"/>
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<arg value="-AM"/>
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<redirector logError="yes">
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<!-- redirect STDIN; fileset collects relative to its dir, but we need -->
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@ -37,6 +37,11 @@ const ANIM_PAUSE_MAX = 300
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include "playtype.plh"
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include "gen_images.plh"
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include "gen_modules.plh"
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include "globalScripts.plh"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Data structures
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include "playtype.pla"
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word global // the global heap object, from which all live objects must be reachable
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@ -861,10 +866,6 @@ asm _rand16
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Data structures
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include "playtype.pla"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// General methods
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@ -1850,6 +1851,7 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def testCombat()
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word globalScripts, callScript
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word combatEngine
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word x, y
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byte dir
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@ -1861,19 +1863,24 @@ def testCombat()
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mmgr(RESET_MEMORY, 0)
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renderLoaded = FALSE
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combatEngine = mmgr(QUEUE_LOAD, MODULE_COMBAT<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 1) // 0 = close
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globalScripts = mmgr(QUEUE_LOAD, MODULE_GLOBAL_SCRIPTS<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 1) // 1 = keep open
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callScript = globalScripts()
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// Create the enemy group(s).
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global=>p_enemyGroups = NULL
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when rand16() % 2
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is 0
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addToList(@global=>p_enemyGroups, new_EnemyGroup_Dirt_Bags())
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addToList(@global=>p_enemyGroups, callScript(script_new_EnemyGroup_Dirt_Bags))
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break
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otherwise
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addToList(@global=>p_enemyGroups, new_EnemyGroup_Flesh_Feeders())
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addToList(@global=>p_enemyGroups, callScript(script_new_EnemyGroup_Flesh_Feeders))
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break
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wend
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// No need for the global scripts now that everything has been created
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mmgr(FREE_MEMORY, globalScripts)
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// Run the combat engine
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combatEngine()
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@ -1987,11 +1994,18 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up the small-object heap
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def initHeap()
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byte i
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mmgr(SET_MEM_TARGET, heapStart)
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mmgr(REQUEST_MEMORY, heapSize)
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mmgr(LOCK_MEMORY, heapStart)
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mmgr(HEAP_SET, heapStart)
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addTypes()
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i = 0
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while typeTbls[i]
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mmgr(HEAP_ADD_TYPE, typeTbls[i])
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i = i+1
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loop
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global = mmgr(HEAP_ALLOC, TYPE_GLOBAL)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -2021,15 +2035,30 @@ def setLibVecs()
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Create the party
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def initParty()
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word globalScripts, callScript
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globalScripts = mmgr(QUEUE_LOAD, MODULE_GLOBAL_SCRIPTS<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 1) // 1 = keep open
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callScript = globalScripts()
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addToList(@global=>p_players, callScript(script_new_Player_Hue_Hauser))
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addToList(@global=>p_players, callScript(script_new_Player_Mokahnu))
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// No need for the global scripts now that everything has been created
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mmgr(FREE_MEMORY, globalScripts)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Main code.
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//
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setLibVecs()
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initHeap()
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addToList(@global=>p_players, new_Player_Hue_Hauser())
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addToList(@global=>p_players, new_Player_Mokahnu())
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initParty()
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loadTitle()
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// Start map/loc per Seth. Need to have this in a script in the futurecheckScripts()
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// Start map/loc per Seth. Need to have this in a script in the future()
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mapIs3D = 0
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mapNum = 1
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initMap(6, 123, 12)
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322
Platform/Apple/virtual/src/plasma/globalScripts.pla
Normal file
322
Platform/Apple/virtual/src/plasma/globalScripts.pla
Normal file
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@ -0,0 +1,322 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// (the "License"); you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// Unless required by applicable law or agreed to in writing, software distributed under
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// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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// ANY KIND, either express or implied. See the License for the specific language
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// governing permissions and limitations under the License.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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include "gamelib.plh"
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include "playtype.plh"
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include "gen_images.plh"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Modifier(kind, value)
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word p
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p = mmgr(HEAP_ALLOC, TYPE_MODIFIER)
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p->b_modKind = kind
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p->b_modValue = value
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Armor_Chaps
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
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p=>s_name = mmgr(HEAP_INTERN, "Chaps")
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p->b_itemKind = KIND_PANTS
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_armorValue = 2
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Armor_ShamanHeaddress()
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
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p=>s_name = mmgr(HEAP_INTERN, "Shaman Headdress(es)")
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p->b_itemKind = KIND_HAT
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_armorValue = 2
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Armor_TahnkuPants()
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
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p=>s_name = mmgr(HEAP_INTERN, "Tahnku Pants")
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p->b_itemKind = KIND_PANTS
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_armorValue = 2
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Armor_TahnkuVest()
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
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p=>s_name = mmgr(HEAP_INTERN, "Tahnku Vest(s)")
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p->b_itemKind = KIND_SHIRT
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_armorValue = 2
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Weapon_Handgun
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word p
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p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
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p=>s_name = mmgr(HEAP_INTERN, "Handgun")
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p->b_itemKind = KIND_HANDGUN
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_ammoKind = KIND_BULLET
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p->b_clipSize = 6
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p->b_clipCurrent = p->b_clipSize
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p=>r_meleeDmg = encodeDice(1, 6, 0) // 1d6
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p=>r_projectileDmg = encodeDice(1, 6, 0) // 1d6
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p->ba_attacks[0] = 1 // single attack
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p->b_weaponRange = 40
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p=>s_combatText = mmgr(HEAP_INTERN, "shoots")
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Weapon_SpiritBow
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word p
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p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
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p=>s_name = mmgr(HEAP_INTERN, "Spirit Bow")
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p->b_itemKind = KIND_BOW
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_ammoKind = KIND_ARROW
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p->b_clipSize = 12
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p->b_clipCurrent = p->b_clipSize
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p=>r_meleeDmg = encodeDice(3, 6, 0) // 3d6
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p=>r_projectileDmg = encodeDice(2, 6, 5) // 2d6+5
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p->ba_attacks[0] = 1 // single attack
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p->ba_attacks[1] = 3 // triple attack
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p->b_weaponRange = 100
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p=>s_combatText = mmgr(HEAP_INTERN, "shoots")
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Weapon_SpiritBlade
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word p
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p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
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p=>s_name = mmgr(HEAP_INTERN, "Spirit Blade")
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p->b_itemKind = KIND_BOW
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p=>w_cost = -99 // for now
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// no modifiers, max uses, etc. for now
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p->b_ammoKind = 0
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p->b_clipSize = 0
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p->b_clipCurrent = p->b_clipSize
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p=>r_meleeDmg = encodeDice(7, 6, 0) // 7d6
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p=>r_projectileDmg = 0
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p->ba_attacks[0] = 1 // single attack
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p->b_weaponRange = 10
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p=>s_combatText = mmgr(HEAP_INTERN, "slices")
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def calcPlayerArmor(player)
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word pItem
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player->b_armor = 0
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pItem = player=>p_items
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while pItem
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if pItem->t_type == TYPE_ARMOR
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player->b_armor = player->b_armor + pItem->b_armorValue
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fin
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pItem = pItem=>p_nextObj
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loop
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Player_Hue_Hauser
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word p, pItem
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p = mmgr(HEAP_ALLOC, TYPE_PLAYER)
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p=>s_name = mmgr(HEAP_INTERN, "Hue Hauser")
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p->b_intelligence = 5
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p->b_strength = 6
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p->b_agility = 3
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p->b_bravery = 6
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p->b_stamina = 4
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p->b_charisma = 7
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p->b_spirit = 5
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p=>w_maxHealth = 12
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p=>w_health = 12
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// Basic skills
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p->b_aiming = 2
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p->b_dodging = 3
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p->b_wilderness = 5
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// Skills
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addToList(p + p_skills, new_Modifier(KIND_MINING, 0))
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addToList(p + p_skills, new_Modifier(KIND_NATIVE_BOND, 0))
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addToList(p + p_skills, new_Modifier(KIND_PYRE_WARE, 0))
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addToList(p + p_skills, new_Modifier(KIND_HANDGUN, 1))
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// Items
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addToList(p + p_items, new_Armor_Chaps())
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addToList(p + p_items, new_Weapon_Handgun())
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// Calculated attributes
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calcPlayerArmor(p)
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// (No buffs or debuffs to start with.)
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// All done with the player.
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Player_Mokahnu
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word p, pItem
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p = mmgr(HEAP_ALLOC, TYPE_PLAYER)
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p=>s_name = mmgr(HEAP_INTERN, "Mokahnu")
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p->b_intelligence = 7
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p->b_strength = 4
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p->b_agility = 6
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p->b_bravery = 7
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p->b_stamina = 6
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p->b_charisma = 7
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p->b_spirit = 10
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p=>w_maxHealth = 40
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p=>w_health = 40
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p->b_playerFlags = PLAYER_FLAG_NPC
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// Basic skills
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p->b_aiming = 4
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p->b_dodging = 3
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p->b_wilderness = 5
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// Skills
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addToList(p + p_skills, new_Modifier(KIND_MINING, 0))
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addToList(p + p_skills, new_Modifier(KIND_NATIVE_BOND, 10))
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addToList(p + p_skills, new_Modifier(KIND_PYRE_WARE, 0))
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addToList(p + p_skills, new_Modifier(KIND_BLADE, 3))
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addToList(p + p_skills, new_Modifier(KIND_BOW, 3))
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addToList(p + p_skills, new_Modifier(KIND_RIFLE, 3))
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addToList(p + p_skills, new_Modifier(KIND_BLADE, 3))
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// Items
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addToList(p + p_items, new_Armor_ShamanHeaddress())
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addToList(p + p_items, new_Armor_TahnkuPants())
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addToList(p + p_items, new_Armor_TahnkuVest())
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addToList(p + p_items, new_Weapon_SpiritBow())
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addToList(p + p_items, new_Weapon_SpiritBlade())
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// Calculated attributes
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calcPlayerArmor(p)
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// (No buffs or debuffs to start with.)
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// All done with the player.
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Enemy_Dirt_Bag
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ENEMY)
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p=>s_name = mmgr(HEAP_INTERN, "Dirt-Bag(s)")
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p=>w_health = rollDice(encodeDice(1, 6, 0))
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p->ba_images[0] = PORTRAIT_GUNMAN5
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p->b_attackType = 1 // melee
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p=>s_attackText = mmgr(HEAP_INTERN, "swings at")
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p->b_enemyAttackRange = 5
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p->b_chanceToHit = 15
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p=>r_enemyDmg = encodeDice(1, 6, 0) // 1d6
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p=>r_groupSize = encodeDice(1, 4, 0) // 1d4
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p=>r_initialRange = encodeDice(2, 10, 0)
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_EnemyGroup_Dirt_Bags
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word p, enem, groupSize
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p = mmgr(HEAP_ALLOC, TYPE_ENEMY_GROUP)
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enem = new_Enemy_Dirt_Bag()
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p->b_enemyGroupRange = rollDice(enem=>r_initialRange)
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groupSize = rollDice(enem=>r_groupSize)
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addToList(p + p_enemies, enem)
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while groupSize > 1
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addToList(p + p_enemies, new_Enemy_Dirt_Bag())
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groupSize = groupSize - 1
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loop
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return p
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def new_Enemy_Flesh_Feeder
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word p
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p = mmgr(HEAP_ALLOC, TYPE_ENEMY)
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p=>s_name = mmgr(HEAP_INTERN, "Flesh Feeder(s)")
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p=>w_health = rollDice(encodeDice(6, 6, 0))
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p->ba_images[0] = PORTRAIT_U_D_MAN1
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p->b_attackType = 1 // melee
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p=>s_attackText = mmgr(HEAP_INTERN, "bites")
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p->b_enemyAttackRange = 5
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p->b_chanceToHit = 40
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p=>r_enemyDmg = encodeDice(3, 6, 0) // 3d6
|
||||
p=>r_groupSize = encodeDice(1, 6, 0) // 1d6
|
||||
p=>r_initialRange = encodeDice(1, 5, 0)
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_EnemyGroup_Flesh_Feeders
|
||||
word p, enem, groupSize
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ENEMY_GROUP)
|
||||
enem = new_Enemy_Flesh_Feeder()
|
||||
p->b_enemyGroupRange = rollDice(enem=>r_initialRange)
|
||||
|
||||
groupSize = rollDice(enem=>r_groupSize)
|
||||
addToList(p + p_enemies, enem)
|
||||
while groupSize > 1
|
||||
addToList(p + p_enemies, new_Enemy_Flesh_Feeder())
|
||||
groupSize = groupSize - 1
|
||||
loop
|
||||
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def callGlobalScript(n)
|
||||
when n
|
||||
is 0; return new_Modifier()
|
||||
is 1; return new_Armor_Chaps()
|
||||
is 2; return new_Armor_ShamanHeaddress()
|
||||
is 3; return new_Armor_TahnkuPants()
|
||||
is 4; return new_Armor_TahnkuVest()
|
||||
is 5; return new_Weapon_Handgun()
|
||||
is 6; return new_Weapon_SpiritBow()
|
||||
is 7; return new_Weapon_SpiritBlade()
|
||||
is 8; return calcPlayerArmor()
|
||||
is 9; return new_Player_Hue_Hauser()
|
||||
is 10; return new_Player_Mokahnu()
|
||||
is 11; return new_Enemy_Dirt_Bag()
|
||||
is 12; return new_EnemyGroup_Dirt_Bags()
|
||||
is 13; return new_Enemy_Flesh_Feeder()
|
||||
is 14; return new_EnemyGroup_Flesh_Feeders()
|
||||
otherwise; brk()
|
||||
wend
|
||||
end
|
||||
|
||||
return @callGlobalScript
|
||||
done
|
25
Platform/Apple/virtual/src/plasma/globalScripts.plh
Normal file
25
Platform/Apple/virtual/src/plasma/globalScripts.plh
Normal file
|
@ -0,0 +1,25 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
|
||||
// (the "License"); you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
|
||||
// Unless required by applicable law or agreed to in writing, software distributed under
|
||||
// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
// ANY KIND, either express or implied. See the License for the specific language
|
||||
// governing permissions and limitations under the License.
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
const script_new_Modifier = 0
|
||||
const script_new_Armor_Chaps = 1
|
||||
const script_new_Armor_ShamanHeaddress = 2
|
||||
const script_new_Armor_TahnkuPants = 3
|
||||
const script_new_Armor_TahnkuVest = 4
|
||||
const script_new_Weapon_Handgun = 5
|
||||
const script_new_Weapon_SpiritBow = 6
|
||||
const script_new_Weapon_SpiritBlade = 7
|
||||
const script_calcPlayerArmor = 8
|
||||
const script_new_Player_Hue_Hauser = 9
|
||||
const script_new_Player_Mokahnu = 10
|
||||
const script_new_Enemy_Dirt_Bag = 11
|
||||
const script_new_EnemyGroup_Dirt_Bags = 12
|
||||
const script_new_Enemy_Flesh_Feeder = 13
|
||||
const script_new_EnemyGroup_Flesh_Feeders = 14
|
|
@ -1,300 +1,56 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def addTypes()
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Global)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Player)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Modifier)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Effect)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Item)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Weapon)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Armor)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Stuff)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_Enemy)
|
||||
mmgr(HEAP_ADD_TYPE, @typeTbl_EnemyGroup)
|
||||
|
||||
global = mmgr(HEAP_ALLOC, TYPE_GLOBAL)
|
||||
end
|
||||
|
||||
// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
|
||||
// (the "License"); you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
|
||||
// Unless required by applicable law or agreed to in writing, software distributed under
|
||||
// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
// ANY KIND, either express or implied. See the License for the specific language
|
||||
// governing permissions and limitations under the License.
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Modifier(kind, value)
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_MODIFIER)
|
||||
p->b_modKind = kind
|
||||
p->b_modValue = value
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Armor_Chaps
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Chaps")
|
||||
p->b_itemKind = KIND_PANTS
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_armorValue = 2
|
||||
return p
|
||||
end
|
||||
byte typeTbl_Global[] = Global, p_players, p_enemyGroups, p_combatFirst, 0
|
||||
byte typeTbl_Player[] = Player, p_nextObj, s_name, p_combatNext, p_skills, p_items, p_buffs, p_debuffs, 0
|
||||
byte typeTbl_Modifier[] = Modifier, p_nextObj, 0
|
||||
byte typeTbl_Effect[] = Effect, p_nextObj, s_effectDescrip, 0
|
||||
byte typeTbl_Item[] = Item, p_nextObj, s_name, p_modifiers, 0
|
||||
byte typeTbl_Weapon[] = Weapon, p_nextObj, s_name, p_modifiers, s_combatText, 0
|
||||
byte typeTbl_Armor[] = Armor, p_nextObj, s_name, p_modifiers, 0
|
||||
byte typeTbl_Stuff[] = Stuff, p_nextObj, s_name, 0
|
||||
byte typeTbl_Enemy[] = Enemy, p_nextObj, s_name, p_combatNext, s_attackText, 0
|
||||
byte typeTbl_EnemyGroup[] = EnemyGroup, p_nextObj, p_enemies, 0
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Armor_ShamanHeaddress()
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Shaman Headdress(es)")
|
||||
p->b_itemKind = KIND_HAT
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_armorValue = 2
|
||||
return p
|
||||
end
|
||||
word typeTbls = @typeTbl_Global, @typeTbl_Player, @typeTbl_Modifier, @typeTbl_Effect, @typeTbl_Item
|
||||
word = @typeTbl_Weapon, @typeTbl_Armor, @typeTbl_Stuff, @typeTbl_Enemy, @typeTbl_EnemyGroup
|
||||
word = 0
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Armor_TahnkuPants()
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Tahnku Pants")
|
||||
p->b_itemKind = KIND_PANTS
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_armorValue = 2
|
||||
return p
|
||||
end
|
||||
byte[] kind_bow_str = "bow(s)"
|
||||
byte[] kind_blade_str = "blade(s)"
|
||||
byte[] kind_explosive_str = "explosive(s)"
|
||||
byte[] kind_handgun_str = "handgun(s)"
|
||||
byte[] kind_hand_to_hand_str = "hand to hand"
|
||||
byte[] kind_rifle_str = "rifle(s)"
|
||||
byte[] kind_throwing_str = "throwing"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Armor_TahnkuVest()
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ARMOR)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Tahnku Vest(s)")
|
||||
p->b_itemKind = KIND_SHIRT
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_armorValue = 2
|
||||
return p
|
||||
end
|
||||
byte[] kind_mining_str = "mining"
|
||||
byte[] kind_native_bond_str = "native bond"
|
||||
byte[] kind_pyre_ware_str = "pyre ware"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Weapon_Handgun
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Handgun")
|
||||
p->b_itemKind = KIND_HANDGUN
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_ammoKind = KIND_BULLET
|
||||
p->b_clipSize = 6
|
||||
p->b_clipCurrent = p->b_clipSize
|
||||
p=>r_meleeDmg = encodeDice(1, 6, 0) // 1d6
|
||||
p=>r_projectileDmg = encodeDice(1, 6, 0) // 1d6
|
||||
p->ba_attacks[0] = 1 // single attack
|
||||
p->b_weaponRange = 40
|
||||
p=>s_combatText = mmgr(HEAP_INTERN, "shoots")
|
||||
return p
|
||||
end
|
||||
byte[] kind_bullet_str = "bullet(s)"
|
||||
byte[] kind_arrow_str = "arrow(s)"
|
||||
byte[] kind_buck_str = "buck"
|
||||
byte[] kind_quarrel_str = "quarrel(s)"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Weapon_SpiritBow
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Spirit Bow")
|
||||
p->b_itemKind = KIND_BOW
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_ammoKind = KIND_ARROW
|
||||
p->b_clipSize = 12
|
||||
p->b_clipCurrent = p->b_clipSize
|
||||
p=>r_meleeDmg = encodeDice(3, 6, 0) // 3d6
|
||||
p=>r_projectileDmg = encodeDice(2, 6, 5) // 2d6+5
|
||||
p->ba_attacks[0] = 1 // single attack
|
||||
p->ba_attacks[1] = 3 // triple attack
|
||||
p->b_weaponRange = 100
|
||||
p=>s_combatText = mmgr(HEAP_INTERN, "shoots")
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Weapon_SpiritBlade
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_WEAPON)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Spirit Blade")
|
||||
p->b_itemKind = KIND_BOW
|
||||
p=>w_cost = -99 // for now
|
||||
// no modifiers, max uses, etc. for now
|
||||
p->b_ammoKind = 0
|
||||
p->b_clipSize = 0
|
||||
p->b_clipCurrent = p->b_clipSize
|
||||
p=>r_meleeDmg = encodeDice(7, 6, 0) // 7d6
|
||||
p=>r_projectileDmg = 0
|
||||
p->ba_attacks[0] = 1 // single attack
|
||||
p->b_weaponRange = 10
|
||||
p=>s_combatText = mmgr(HEAP_INTERN, "slices")
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def calcPlayerArmor(player)
|
||||
word pItem
|
||||
player->b_armor = 0
|
||||
pItem = player=>p_items
|
||||
while pItem
|
||||
if pItem->t_type == TYPE_ARMOR
|
||||
player->b_armor = player->b_armor + pItem->b_armorValue
|
||||
fin
|
||||
pItem = pItem=>p_nextObj
|
||||
loop
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Player_Hue_Hauser
|
||||
word p, pItem
|
||||
p = mmgr(HEAP_ALLOC, TYPE_PLAYER)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Hue Hauser")
|
||||
p->b_intelligence = 5
|
||||
p->b_strength = 6
|
||||
p->b_agility = 3
|
||||
p->b_bravery = 6
|
||||
p->b_stamina = 4
|
||||
p->b_charisma = 7
|
||||
p->b_spirit = 5
|
||||
|
||||
p=>w_maxHealth = 12
|
||||
p=>w_health = 12
|
||||
|
||||
// Basic skills
|
||||
p->b_aiming = 2
|
||||
p->b_dodging = 3
|
||||
p->b_wilderness = 5
|
||||
|
||||
// Skills
|
||||
addToList(p + p_skills, new_Modifier(KIND_MINING, 0))
|
||||
addToList(p + p_skills, new_Modifier(KIND_NATIVE_BOND, 0))
|
||||
addToList(p + p_skills, new_Modifier(KIND_PYRE_WARE, 0))
|
||||
addToList(p + p_skills, new_Modifier(KIND_HANDGUN, 1))
|
||||
|
||||
// Items
|
||||
addToList(p + p_items, new_Armor_Chaps())
|
||||
addToList(p + p_items, new_Weapon_Handgun())
|
||||
|
||||
// Calculated attributes
|
||||
calcPlayerArmor(p)
|
||||
|
||||
// (No buffs or debuffs to start with.)
|
||||
|
||||
// All done with the player.
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Player_Mokahnu
|
||||
word p, pItem
|
||||
p = mmgr(HEAP_ALLOC, TYPE_PLAYER)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Mokahnu")
|
||||
p->b_intelligence = 7
|
||||
p->b_strength = 4
|
||||
p->b_agility = 6
|
||||
p->b_bravery = 7
|
||||
p->b_stamina = 6
|
||||
p->b_charisma = 7
|
||||
p->b_spirit = 10
|
||||
|
||||
p=>w_maxHealth = 40
|
||||
p=>w_health = 40
|
||||
|
||||
p->b_playerFlags = PLAYER_FLAG_NPC
|
||||
|
||||
// Basic skills
|
||||
p->b_aiming = 4
|
||||
p->b_dodging = 3
|
||||
p->b_wilderness = 5
|
||||
|
||||
// Skills
|
||||
addToList(p + p_skills, new_Modifier(KIND_MINING, 0))
|
||||
addToList(p + p_skills, new_Modifier(KIND_NATIVE_BOND, 10))
|
||||
addToList(p + p_skills, new_Modifier(KIND_PYRE_WARE, 0))
|
||||
addToList(p + p_skills, new_Modifier(KIND_BLADE, 3))
|
||||
addToList(p + p_skills, new_Modifier(KIND_BOW, 3))
|
||||
addToList(p + p_skills, new_Modifier(KIND_RIFLE, 3))
|
||||
addToList(p + p_skills, new_Modifier(KIND_BLADE, 3))
|
||||
|
||||
// Items
|
||||
addToList(p + p_items, new_Armor_ShamanHeaddress())
|
||||
addToList(p + p_items, new_Armor_TahnkuPants())
|
||||
addToList(p + p_items, new_Armor_TahnkuVest())
|
||||
addToList(p + p_items, new_Weapon_SpiritBow())
|
||||
addToList(p + p_items, new_Weapon_SpiritBlade())
|
||||
|
||||
// Calculated attributes
|
||||
calcPlayerArmor(p)
|
||||
|
||||
// (No buffs or debuffs to start with.)
|
||||
|
||||
// All done with the player.
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Enemy_Dirt_Bag
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ENEMY)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Dirt-Bag(s)")
|
||||
p=>w_health = rollDice(encodeDice(1, 6, 0))
|
||||
p->ba_images[0] = PORTRAIT_GUNMAN5
|
||||
p->b_attackType = 1 // melee
|
||||
p=>s_attackText = mmgr(HEAP_INTERN, "swings at")
|
||||
p->b_enemyAttackRange = 5
|
||||
p->b_chanceToHit = 15
|
||||
p=>r_enemyDmg = encodeDice(1, 6, 0) // 1d6
|
||||
p=>r_groupSize = encodeDice(1, 4, 0) // 1d4
|
||||
p=>r_initialRange = encodeDice(2, 10, 0)
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_EnemyGroup_Dirt_Bags
|
||||
word p, enem, groupSize
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ENEMY_GROUP)
|
||||
enem = new_Enemy_Dirt_Bag()
|
||||
p->b_enemyGroupRange = rollDice(enem=>r_initialRange)
|
||||
|
||||
groupSize = rollDice(enem=>r_groupSize)
|
||||
addToList(p + p_enemies, enem)
|
||||
while groupSize > 1
|
||||
addToList(p + p_enemies, new_Enemy_Dirt_Bag())
|
||||
groupSize = groupSize - 1
|
||||
loop
|
||||
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_Enemy_Flesh_Feeder
|
||||
word p
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ENEMY)
|
||||
p=>s_name = mmgr(HEAP_INTERN, "Flesh Feeder(s)")
|
||||
p=>w_health = rollDice(encodeDice(6, 6, 0))
|
||||
p->ba_images[0] = PORTRAIT_U_D_MAN1
|
||||
p->b_attackType = 1 // melee
|
||||
p=>s_attackText = mmgr(HEAP_INTERN, "bites")
|
||||
p->b_enemyAttackRange = 5
|
||||
p->b_chanceToHit = 40
|
||||
p=>r_enemyDmg = encodeDice(3, 6, 0) // 3d6
|
||||
p=>r_groupSize = encodeDice(1, 6, 0) // 1d6
|
||||
p=>r_initialRange = encodeDice(1, 5, 0)
|
||||
return p
|
||||
end
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
def new_EnemyGroup_Flesh_Feeders
|
||||
word p, enem, groupSize
|
||||
p = mmgr(HEAP_ALLOC, TYPE_ENEMY_GROUP)
|
||||
enem = new_Enemy_Flesh_Feeder()
|
||||
p->b_enemyGroupRange = rollDice(enem=>r_initialRange)
|
||||
|
||||
groupSize = rollDice(enem=>r_groupSize)
|
||||
addToList(p + p_enemies, enem)
|
||||
while groupSize > 1
|
||||
addToList(p + p_enemies, new_Enemy_Flesh_Feeder())
|
||||
groupSize = groupSize - 1
|
||||
loop
|
||||
|
||||
return p
|
||||
end
|
||||
byte[] kind_shoes_str = "shoes"
|
||||
byte[] kind_coat_str = "coat(s)"
|
||||
byte[] kind_hat_str = "hat(s)"
|
||||
byte[] kind_pants_str = "pants"
|
||||
byte[] kind_shirt_str = "shirt(s)"
|
||||
byte[] kind_gloves_str = "gloves"
|
||||
byte[] kind_shield_str = "shield(s)"
|
||||
|
||||
// Text table for translating a kind to a string
|
||||
word[] kinds = @kind_bow_str, @kind_blade_str, @kind_explosive_str, @kind_handgun_str, @kind_hand_to_hand_str, @kind_rifle_str, @kind_throwing_str
|
||||
word = @kind_mining_str, @kind_native_bond_str, @kind_pyre_ware_str
|
||||
word = @kind_bullet_str, @kind_arrow_str, @kind_buck_str, @kind_quarrel_str
|
||||
word = @kind_shoes_str, @kind_coat_str, @kind_hat_str, @kind_pants_str, @kind_shirt_str, @kind_gloves_str, @kind_shield_str
|
||||
word = NULL
|
||||
|
|
|
@ -1,3 +1,13 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
|
||||
// (the "License"); you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
|
||||
// Unless required by applicable law or agreed to in writing, software distributed under
|
||||
// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
// ANY KIND, either express or implied. See the License for the specific language
|
||||
// governing permissions and limitations under the License.
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Structures for the heap
|
||||
|
||||
|
@ -15,7 +25,6 @@ struc Global
|
|||
word w_mapY
|
||||
byte b_mapDir
|
||||
end
|
||||
byte typeTbl_Global[] = Global, p_players, p_enemyGroups, p_combatFirst, 0
|
||||
|
||||
const PLAYER_FLAG_NPC = $01
|
||||
|
||||
|
@ -56,7 +65,6 @@ struc Player
|
|||
word p_buffs // list:Effect
|
||||
word p_debuffs // list:Effect
|
||||
end
|
||||
byte typeTbl_Player[] = Player, p_nextObj, s_name, p_combatNext, p_skills, p_items, p_buffs, p_debuffs, 0
|
||||
|
||||
// Combat skills, weapon modifiers, etc.
|
||||
const TYPE_MODIFIER = $82
|
||||
|
@ -66,7 +74,6 @@ struc Modifier
|
|||
byte b_modKind
|
||||
byte b_modValue
|
||||
end
|
||||
byte typeTbl_Modifier[] = Modifier, p_nextObj, 0
|
||||
|
||||
// Buffs and debuffs, that last until a specified time
|
||||
const TYPE_EFFECT = $83
|
||||
|
@ -78,7 +85,6 @@ struc Effect
|
|||
word s_effectDescrip
|
||||
word w_endTurn
|
||||
end
|
||||
byte typeTbl_Effect[] = Effect, p_nextObj, s_effectDescrip, 0
|
||||
|
||||
const TYPE_ITEM = $84
|
||||
struc Item
|
||||
|
@ -89,7 +95,6 @@ struc Item
|
|||
word w_cost
|
||||
word p_modifiers // list:modifier
|
||||
end
|
||||
byte typeTbl_Item[] = Item, p_nextObj, s_name, p_modifiers, 0
|
||||
|
||||
const WEAPON_FLAG_SINGLE_USE = $01
|
||||
const WEAPON_FLAG_WHOLE_GROUP = $02
|
||||
|
@ -117,7 +122,6 @@ struc Weapon
|
|||
byte b_weaponRange
|
||||
word s_combatText
|
||||
end
|
||||
byte typeTbl_Weapon[] = Weapon, p_nextObj, s_name, p_modifiers, s_combatText, 0
|
||||
|
||||
const TYPE_ARMOR = $86
|
||||
struc Armor
|
||||
|
@ -134,7 +138,6 @@ struc Armor
|
|||
// Armor properties
|
||||
byte b_armorValue
|
||||
end
|
||||
byte typeTbl_Armor[] = Armor, p_nextObj, s_name, p_modifiers, 0
|
||||
|
||||
// Countable things, e.g. ammo and pelts
|
||||
const TYPE_STUFF = $87
|
||||
|
@ -149,7 +152,6 @@ struc Stuff
|
|||
word w_count
|
||||
word w_maxCount
|
||||
end
|
||||
byte typeTbl_Stuff[] = Stuff, p_nextObj, s_name, 0
|
||||
|
||||
const TYPE_ENEMY = $88
|
||||
struc Enemy
|
||||
|
@ -170,7 +172,6 @@ struc Enemy
|
|||
word r_groupSize // number encountered, as 3 hex digits for dice
|
||||
word r_initialRange
|
||||
end
|
||||
byte typeTbl_Enemy[] = Enemy, p_nextObj, s_name, p_combatNext, s_attackText, 0
|
||||
|
||||
const TYPE_ENEMY_GROUP = $89
|
||||
struc EnemyGroup
|
||||
|
@ -179,37 +180,29 @@ struc EnemyGroup
|
|||
word p_enemies
|
||||
byte b_enemyGroupRange
|
||||
end
|
||||
byte typeTbl_EnemyGroup[] = EnemyGroup, p_nextObj, p_enemies, 0
|
||||
|
||||
// Weapon kinds
|
||||
const KIND_BOW = 1; byte[] kind_bow_str = "bow(s)"
|
||||
const KIND_BLADE = 2; byte[] kind_blade_str = "blade(s)"
|
||||
const KIND_EXPLOSIVE = 3; byte[] kind_explosive_str = "explosive(s)"
|
||||
const KIND_HANDGUN = 4; byte[] kind_handgun_str = "handgun(s)"
|
||||
const KIND_HAND_TO_HAND = 5; byte[] kind_hand_to_hand_str = "hand to hand"
|
||||
const KIND_RIFLE = 6; byte[] kind_rifle_str = "rifle(s)"
|
||||
const KIND_THROWING = 7; byte[] kind_throwing_str = "throwing"
|
||||
const KIND_BOW = 1;
|
||||
const KIND_BLADE = 2;
|
||||
const KIND_EXPLOSIVE = 3;
|
||||
const KIND_HANDGUN = 4;
|
||||
const KIND_HAND_TO_HAND = 5;
|
||||
const KIND_RIFLE = 6;
|
||||
const KIND_THROWING = 7;
|
||||
// Skill kinds
|
||||
const KIND_MINING = 8; byte[] kind_mining_str = "mining"
|
||||
const KIND_NATIVE_BOND = 9; byte[] kind_native_bond_str = "native bond"
|
||||
const KIND_PYRE_WARE = 10; byte[] kind_pyre_ware_str = "pyre ware"
|
||||
const KIND_MINING = 8;
|
||||
const KIND_NATIVE_BOND = 9;
|
||||
const KIND_PYRE_WARE = 10
|
||||
// Ammo kinds
|
||||
const KIND_BULLET = 11; byte[] kind_bullet_str = "bullet(s)"
|
||||
const KIND_ARROW = 12; byte[] kind_arrow_str = "arrow(s)"
|
||||
const KIND_BUCK = 13; byte[] kind_buck_str = "buck"
|
||||
const KIND_QUARREL = 14; byte[] kind_quarrel_str = "quarrel(s)"
|
||||
const KIND_BULLET = 11
|
||||
const KIND_ARROW = 12
|
||||
const KIND_BUCK = 13
|
||||
const KIND_QUARREL = 14
|
||||
// Armor kinds
|
||||
const KIND_SHOES = 15; byte[] kind_shoes_str = "shoes"
|
||||
const KIND_COAT = 16; byte[] kind_coat_str = "coat(s)"
|
||||
const KIND_HAT = 17; byte[] kind_hat_str = "hat(s)"
|
||||
const KIND_PANTS = 18; byte[] kind_pants_str = "pants"
|
||||
const KIND_SHIRT = 19; byte[] kind_shirt_str = "shirt(s)"
|
||||
const KIND_GLOVES = 20; byte[] kind_gloves_str = "gloves"
|
||||
const KIND_SHIELD = 21; byte[] kind_shield_str = "shield(s)"
|
||||
|
||||
// Text table for translating a kind to a string
|
||||
word[] kinds = @kind_bow_str, @kind_blade_str, @kind_explosive_str, @kind_handgun_str, @kind_hand_to_hand_str, @kind_rifle_str, @kind_throwing_str
|
||||
word = @kind_mining_str, @kind_native_bond_str, @kind_pyre_ware_str
|
||||
word = @kind_bullet_str, @kind_arrow_str, @kind_buck_str, @kind_quarrel_str
|
||||
word = @kind_shoes_str, @kind_coat_str, @kind_hat_str, @kind_pants_str, @kind_shirt_str, @kind_gloves_str, @kind_shield_str
|
||||
word = NULL
|
||||
const KIND_SHOES = 15
|
||||
const KIND_COAT = 16
|
||||
const KIND_HAT = 17
|
||||
const KIND_PANTS = 18
|
||||
const KIND_SHIRT = 19
|
||||
const KIND_GLOVES = 20
|
||||
const KIND_SHIELD = 21
|
||||
|
|
Loading…
Reference in New Issue
Block a user