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Forgot to check in the actual player types.
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Platform/Apple/virtual/src/plasma/playtype_consts.plh
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Platform/Apple/virtual/src/plasma/playtype_consts.plh
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const TYPE_PLAYER = $81
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struc Player
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byte t_type
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word p_nextObj
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word s_name
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// Innate attributes
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byte b_intelligence
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byte b_strength
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byte b_agility
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byte b_bravery
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byte b_health
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byte b_charisma
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byte b_spirit
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// Calculated attributes
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byte b_armor
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// Basic skills
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byte b_aiming
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byte b_dodging
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byte b_wilderness
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// Lists
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word p_skills // list:Modifier
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word p_items // list:Item
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word p_buffs // list:TempModifier
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word p_debuffs // list:TempModifier
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end
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// Combat skills, weapon modifiers, etc.
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const TYPE_MODIFIER = $82
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struc Modifier
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byte t_type
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word p_nextObj
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byte b_modKind
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byte b_modValue
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end
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const TYPE_TEMP_MODIFIER = $83
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struc TempModifier
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byte t_type
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word p_nextObj
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byte b_modKind
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byte b_modValue
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word s_tempModDescrip
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word w_endTurn
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end
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const TYPE_ITEM = $84
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struc Item
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byte t_type
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word p_nextObj
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word s_name
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byte b_itemKind
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word w_cost
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word p_itemModifiers
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end
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const WEAPON_FLAG_SINGLE_USE = $01
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const WEAPON_FLAG_WHOLE_GROUP = $02
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const TYPE_WEAPON = $85
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struc Weapon
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// General item properties
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byte t_type
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word p_nextObj
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word s_name
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byte b_itemKind
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word w_cost
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word p_itemModifiers
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// Usables properties
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byte b_maxUses
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byte b_curUses
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// Weapon properties
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byte b_weaponFlags
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byte b_ammoKind
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byte b_clipSize
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byte b_clipCurrent
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word r_meleeDmg // 3 hex digits: num dice, die size, add. E.g. $361 = 3d6+1
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word r_projectileDmg // ditto
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byte ba_attacks[3] // each is: 0=none, 1=single, 2=double, 3+ = multi-shot
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byte b_range
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word s_combatText
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end
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const TYPE_ARMOR = $87
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struc Armor
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// General item properties
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byte t_type
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word p_nextObj
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word s_name
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byte b_itemKind
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word w_cost
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word p_itemModifiers
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// Usables properties
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byte b_maxUses
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byte b_curUses
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// Armor properties
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byte armorValue
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byte maxUses
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byte curUses
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end
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// Countable things, e.g. ammo and pelts
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const TYPE_STUFF = $88
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struc Stuff
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// General item properties
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byte t_type
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word p_nextObj
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word s_name
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byte b_itemKind
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word w_cost
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word p_itemModifiers
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// Stuff properties
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word count
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word maxCount
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end
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const TYPE_ENEMY = $89
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struc Enemy
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byte t_type
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word p_nextObj
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word s_name
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byte ba_images[2]
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word w_hitPoints
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byte b_hitBonus
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byte b_attackType // 1=melee, 2=projectile
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word s_attackText
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end
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6
Platform/Apple/virtual/src/plasma/playtype_defs.plh
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Platform/Apple/virtual/src/plasma/playtype_defs.plh
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def new_Player_Hue_Hauser
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word p
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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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end
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37
Platform/Apple/virtual/src/plasma/playtype_tbls.plh
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Platform/Apple/virtual/src/plasma/playtype_tbls.plh
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// Hints so the heap management code knows how to traverse the structures
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byte typeTbl_Player[] = Player, p_nextObj, s_name, p_skills, p_items, p_buffs, p_debuffs, 0
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byte typeTbl_Modifier[] = Modifier, p_nextObj, 0
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byte typeTbl_TempModifier[] = TempModifier, p_nextObj, s_tempModDescrip, 0
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byte typeTbl_Item[] = Item, p_nextObj, s_name, p_itemModifiers, 0
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// Weapon kinds
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byte[] kind_bow = "bow(s)"
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byte[] kind_blade = "blade(s)"
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byte[] kind_explosive = "explosive(s)"
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byte[] kind_handgun = "handgun(s)"
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byte[] kind_hand_to_hand = "hand to hand"
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byte[] kind_rifle = "rifle(s)"
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byte[] kind_throwing = "throwing"
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// Skill kinds
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byte[] kind_mining = "mining"
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byte[] kind_native_bond = "native bond"
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byte[] kind_pyre_ware = "pyre ware"
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// Ammo kinds
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byte[] kind_bullet = "bullet(s)"
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byte[] kind_arrow = "arrow(s)"
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byte[] kind_buck = "buck"
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byte[] kind_quarrel = "quarrel(s)"
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// Armor kinds
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byte[] kind_shoes = "shoes"
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byte[] kind_coat = "coat(s)"
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byte[] kind_hat = "hat(s)"
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byte[] kind_pants = "pants"
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byte[] kind_shirt = "shirt(s)"
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byte[] kind_gloves = "gloves"
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byte[] kind_shield = "shield(s)"
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// Text table for translating a kind to a string
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//word[] kinds = kind_bow, kind_blade, kind_explosive, kind_handgun, kind_hand_to_hand, kind_rifle, kind_throwing
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//word = kind_mining, kind_native_bond, kind_pyre_ware
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//word = kind_bullet, kind_arrow, kind_buck, kind_quarrel
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//word = kind_shoes, kind_coat, kind_hat, kind_pants, kind_shirt, kind_gloves, kind_shield
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