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Lair.h
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Lair.h
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#ifndef __LAIR_H__
#define __LAIR_H__
#define POSITION_DATA_SIZE 3
enum class ActID : unsigned char {
ACT_1 = 0,
ACT_2,
ACT_3,
ACT_4,
ACT_5,
ACT_6,
ACT_7,
ACT_MAX
};
enum class LairType : unsigned short {
LAIR_ONE_BY_ONE = 0xF3A6,
LAIR_MULTISPAWN = 0x1BA7,
LAIR_ONE_BY_ONE_PROX = 0x13A8,
LAIR_TWO_UP_TWO_DOWN = 0xD2A7,
LAIR_ALREADY_THERE = 0x52A7
};
enum class EnemyType : unsigned char {
NO_ENEMY = 0x00,
SOLID_ARM = 0x1F,
ACT1_GOBLIN = 0x20,
ACT1_IMP = 0x21,
ACT1_FLY = 0x22,
ACT1_PLANT = 0x23,
ACT1_SLIME = 0x24,
ACT1_TORCH = 0x25,
ACT1_ARMOR = 0x26,
ACT1_SPIKEY = 0x27,
ACT1_BIRD = 0x28,
ACT1_TORCH2 = 0x29,
ACT1_BLOCK = 0x2E,
ACT2_WATER_DRAGON = 0x2C,
ACT2_MUDMAN = 0x2D,
ACT2_BUSH = 0x2E,
ACT2_STATUE = 0x2F,
ACT2_FLOWER = 0x30,
ACT2_FIRE_SPIRIT = 0x33,
ACT2_GHOST = 0x35,
ACT2_LIZARDMAN = 0x37,
ACT2_TP_LIZARDMAN = 0x38,
ELEMENTAL_STATUE = 0x3D,
ACT2_FIREMAN = 0x48,
ACT2_SCORPION = 0x49,
ACT3_URCHIN = 0x32,
ACT3_JELLYFISH = 0x34,
ACT3_CRAB = 0x35,
ACT3_RAY = 0x36,
ACT3_SEAHORSE = 0x37,
ACT3_PALM_TREE = 0x3A,
ACT3_ROCK = 0x3B,
ACT3_FISH = 0x3C,
ACT3_GORILLA = 0x3D,
ACT3_METAL_GORILLA = 0x3E,
ACT3_EAGLE = 0x3F,
FLOATING_SKULL = 0x41,
ACT4_RAT = 0x2D,
ACT4_MOOSE = 0x2E,
ACT4_YETI = 0x2F,
ACT4_BAT = 0x30,
ACT4_SNOWBALL = 0x31,
ACT4_PURPLE_WIZARD = 0x32,
ACT4_RED_WIZARD = 0x33,
ACT4_ICE_HEAD = 0x34,
ACT4_ICE_BLOCK = 0x35,
ACT4_CIRCLING_BAT = 0x36,
ACT4_SLIME = 0x37,
POSEIDON = 0x38,
TIN_DOLL = 0x1E,
ACT5_METAL_MOUSE = 0x1F,
ACT5_BULLDOZER = 0x20,
ACT5_HELICOPTER = 0x21,
ACT5_WORM = 0x22,
ACT5_ROBOT = 0x24,
ACT5_MINI_KNIGHT = 0x25,
ACT5_MINI_ARCHER = 0x26,
ACT5_MINI_HORSEMAN = 0x27,
ACT5_CATAPULT = 0x28,
ACT5_TOWER = 0x29,
DEMON_BIRD = 0x09,
ACT6_SKULL = 0x0B,
ACT6_ORB = 0x0C,
ACT6_GHOST = 0x0D,
ACT6_SNAKE = 0x0E,
ACT6_FIRE = 0x0F,
ACT6_SKELETON = 0x10,
ACT6_PURPLE_KNIGHT = 0x11,
ACT6_RED_KNIGHT = 0x12,
ACT6_FIRE2 = 0x13,
ACT6_SKULL2 = 0x14,
ACT6_MIMIC = 0x15,
ACT6_DOLL = 0x16,
ACT6_CHESS_KNIGHT = 0x17,
ACT7_DEMON = 0x0A,
ACT7_FLY = 0x0B,
ACT7_BRICK = 0x0C,
DREAM_NO_ENEMY = 0xFF,
};
class Lair {
public:
Lair();
~Lair();
Lair& operator= (const Lair& OtherLair);
bool NoFishLairPosition(void);
bool NoMetalLairPosition(void);
bool NoGhostLairPosition(void);
bool MustBeMetalLairPosition(void);
bool MustBeGhostLairPosition(void);
bool MustNotRandomizeLairPosition(void);
bool MustNotBeUpwardsLairPosition(void);
ActID Act; /* 0A */
unsigned char PositionData[POSITION_DATA_SIZE]; /* from 0B to 0D */
LairType Type; /* from 10 to 11 */
unsigned char NbEnemies; /* 13 */
unsigned char SpawnRate; /* 14 */
EnemyType Enemy; /* 15 */
unsigned char Orientation; /* 17 */
};
#endif // __LAIR_H__