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#ifndef DESCRIPTIONS_H
# define DESCRIPTIONS_H
# include <stdint.h>
# undef swap
# include <vector>
# include <string>
# include "dice.h"
# define MONSTER_DESC_FILE "monster_desc.txt"
# define OBJECT_DESC_FILE "object_desc.txt"
class dungeon;
uint32_t parse_descriptions(dungeon &d);
uint32_t print_descriptions(dungeon &d);
uint32_t destroy_descriptions(dungeon &d);
typedef enum object_type {
objtype_no_type,
objtype_WEAPON,
objtype_OFFHAND,
objtype_RANGED,
objtype_LIGHT,
objtype_ARMOR,
objtype_HELMET,
objtype_CLOAK,
objtype_GLOVES,
objtype_BOOTS,
objtype_AMULET,
objtype_RING,
objtype_SCROLL,
objtype_BOOK,
objtype_FLASK,
objtype_GOLD,
objtype_AMMUNITION,
objtype_FOOD,
objtype_WAND,
objtype_CONTAINER
} object_type_t;
extern const char object_symbol[];
class monster_description {
std::string name, description;
std::vector<uint32_t> color;
int instances;
private:
char symbol;
uint32_t abilities;
dice speed, hitpoints, damage;
uint32_t rarity;
monster_description() : name(), description(), color(0), instances(0), symbol(0),
abilities(0), speed(), hitpoints(), damage(), rarity(0), valid(true)
{
}
void set(const std::string &name,
const std::string &description,
const char symbol,
const std::vector<uint32_t> &color,
const dice &speed,
const uint32_t abilities,
const dice &hitpoints,
const dice &damage,
const uint32_t rarity);
std::ostream &print(std::ostream &o);
char get_symbol() { return symbol; }
monster *make_monster(uint8_t x, uint8_t y);
void invalidate();
};
class object_description {
private:
std::string name, description;
object_type_t type;
uint32_t color;
dice hit, damage, dodge, defence, weight, speed, attribute, value;
bool artifact;
uint32_t rarity;
bool valid;
public:
int instances;
public:
object_description() : name(), description(), type(objtype_no_type),
color(0), hit(), damage(),
dodge(), defence(), weight(),
speed(), attribute(), value(),
artifact(false), rarity(0), valid(true), instances(0)
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{
}
void set(const std::string &name,
const std::string &description,
const object_type_t type,
const uint32_t color,
const dice &hit,
const dice &damage,
const dice &dodge,
const dice &defence,
const dice &weight,
const dice &speed,
const dice &attrubute,
const dice &value,
const bool artifact,
const uint32_t rarity);
std::ostream &print(std::ostream &o);
/* Need all these accessors because otherwise there is a *
* circular dependancy that is difficult to get around. */
inline const std::string &get_name() const { return name; }
inline const std::string &get_description() const { return description; }
inline const object_type_t get_type() const { return type; }
inline const uint32_t get_color() const { return color; }
inline const dice &get_hit() const { return hit; }
inline const dice &get_damage() const { return damage; }
inline const dice &get_dodge() const { return dodge; }
inline const dice &get_defence() const { return defence; }
inline const dice &get_weight() const { return weight; }
inline const dice &get_speed() const { return speed; }
inline const dice &get_attribute() const { return attribute; }
inline const dice &get_value() const { return value; }
inline const bool get_artifact() const { return artifact; }
inline const uint32_t get_rarity() const { return rarity; }
char get_symbol();
item *make_item();
void invalidate();
};
std::ostream &operator<<(std::ostream &o, monster_description &m);
std::ostream &operator<<(std::ostream &o, object_description &od);
#endif