From 25990e16de72b7c41979f1d5b5f438ae38da36a0 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Mon, 13 Apr 2009 18:09:04 +0000 Subject: [PATCH] Adding consts.h git-svn-id: http://openexile.googlecode.com/svn/trunk@5 4ebdad44-0ea0-11de-aab3-ff745001d230 --- openexile/osx | 208 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 208 insertions(+) create mode 100644 openexile/osx diff --git a/openexile/osx b/openexile/osx new file mode 100644 index 00000000..f42c7b8b --- /dev/null +++ b/openexile/osx @@ -0,0 +1,208 @@ +/* + * consts.h + * BoE + * + * Created by Seanachi Clappison Dillon on 13/04/09. + * + */ + +#ifndef _CONSTS_H +#define _CONSTS_H + +/* + This file contain numerous constans in form of #defines. + Almost all of these constants cannot be changed because + that would make the game work improperly. + */ + +#define NUM_OF_PCS 6 +#define INVALID_PC NUM_OF_PCS + +#define INVALID_TOWN 200 + +#define NUM_OF_BOATS 30 +#define NUM_OF_HORSES 30 + +#define SFX_SMALL_BLOOD 1 +#define SFX_MEDIUM_BLOOD 2 +#define SFX_LARGE_BLOOD 4 +#define SFX_SMALL_SLIME 8 +#define SFX_BIG_SLIME 16 +#define SFX_ASH 32 +#define SFX_BONES 64 +#define SFX_RUBBLE 128 + +/* stuff done flags */ +#define SDF_IS_PARTY_SPLIT 304][0 +#define SDF_PARTY_SPLIT_X 304][1 +#define SDF_PARTY_SPLIT_Y 304][2 +#define SDF_NO_INSTANT_HELP 306][4 // boolean + +/* overall mode; some seem to be missing */ +#define MODE_OUTDOORS 0 +#define MODE_TOWN 1 +#define MODE_TALK_TOWN 2 // looking for someone to talk +#define MODE_TOWN_TARGET 3 // spell target, that is +#define MODE_USE 4 +#define MODE_COMBAT 10 +#define MODE_SPELL_TARGET 11 +#define MODE_FIRING 12 // firing from bow or crossbow +#define MODE_THROWING 13 // throwing missle +#define MODE_FANCY_TARGET 14 // spell target, that is +#define MODE_DROPPING 15 +#define MODE_TALKING 20 +#define MODE_SHOPPING 21 +#define MODE_LOOK_OUTDOORS 35 // looking at something +#define MODE_LOOK_TOWN 36 +#define MODE_LOOK_COMBAT 37 +#define MODE_STARTUP 45 +#define MODE_REDRAW 50 + +/* adven[i].main_status */ //complete +#define MAIN_STATUS_ABSENT 0 // absent, empty slot +#define MAIN_STATUS_ALIVE 1 +#define MAIN_STATUS_DEAD 2 +#define MAIN_STATUS_DUST 3 +#define MAIN_STATUS_STONE 4 +#define MAIN_STATUS_FLED 5 +#define MAIN_STATUS_SURFACE 6 // fled to surface? +#define MAIN_STATUS_WON 7 +/* main status modifiers */ +#define MAIN_STATUS_SPLIT 10 // split from party + + +/* adven[i].skills */ //complete +#define SKILL_STRENGTH 0 +#define SKILL_DEXTERITY 1 +#define SKILL_INTELLIGENCE 2 +#define SKILL_EDGED_WEAPONS 3 +#define SKILL_BASHING_WEAPONS 4 +#define SKILL_POLE_WEAPONS 5 +#define SKILL_THROWN_MISSILES 6 +#define SKILL_ARCHERY 7 +#define SKILL_DEFENSE 8 +#define SKILL_MAGE_SPELLS 9 +#define SKILL_PRIEST_SPELLS 10 +#define SKILL_MAGE_LORE 11 +#define SKILL_ALCHEMY 12 +#define SKILL_ITEM_LORE 13 +#define SKILL_DISARM_TRAPS 14 +#define SKILL_LOCKPICKING 15 +#define SKILL_ASSASSINATION 16 +#define SKILL_POISON 17 +#define SKILL_LUCK 18 + + +/* adven[i].traits */ //complete +#define TRAIT_TOUGHNESS 0 +#define TRAIT_MAGICALLY_APT 1 +#define TRAIT_AMBIDEXTROUS 2 +#define TRAIT_NIMBLE 3 +#define TRAIT_CAVE_LORE 4 +#define TRAIT_WOODSMAN 5 +#define TRAIT_GOOD_CONST 6 +#define TRAIT_HIGHLY_ALERT 7 +#define TRAIT_STRENGTH 8 +#define TRAIT_RECUPERATION 9 +#define TRAIT_SLUGGISH 10 +#define TRAIT_MAGICALLY_INEPT 11 +#define TRAIT_FRAIL 12 +#define TRAIT_CHRONIC_DISEASE 13 +#define TRAIT_BAD_BACK 14 + +/* adven[i].race */ //complete +#define RACE_HUMAN 0 +#define RACE_NEPHIL 1 +#define RACE_SLITH 2 + +/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc +#define STATUS_POISONED_WEAPON 0 +#define STATUS_BLESS 1 +#define STATUS_POISON 2 +#define STATUS_HASTE 3 +#define STATUS_INVULNERABLE 4 +#define STATUS_MAGIC_RESISTANCE 5 +#define STATUS_WEBS 6 +#define STATUS_DISEASE 7 +#define STATUS_INVISIBLE 8 //sanctuary +#define STATUS_DUMB 9 +#define STATUS_MARTYRS_SHIELD 10 +#define STATUS_ASLEEP 11 +#define STATUS_PARALYZED 12 +#define STATUS_ACID 13 + +/* damage type*/ +/* used as parameter to some functions */ +#define DAMAGE_WEAPON 0 +#define DAMAGE_FIRE 1 +#define DAMAGE_POISON 2 +#define DAMAGE_MAGIC 3 +#define DAMAGE_UNBLOCKABLE 4 //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp) +#define DAMAGE_COLD 5 +#define DAMAGE_UNDEAD 6 //from the source files - the display is the same as the weapon one +#define DAMAGE_DEMON 7 //from the source files - the display is the same as the weapon one +// 8 and 9 aren't defined : doesn't print any damage. According to the source files the 9 is DAMAGE_MARKED though. Wrong ? +#define DAMAGE_MARKED 10 // usage: DAMAGE_MARKED + damage_type +#define DAMAGE_NO_PRINT 30 // usage: DAMAGE_NO_PRINT + damage_type + +/* trap type */ +/* used in pc_record_type::runTrap(...) */ +#define TRAP_RANDOM 0 +#define TRAP_BLADE 1 +#define TRAP_DART 2 +#define TRAP_GAS 3 // poisons all +#define TRAP_EXPLOSION 4 // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13). +#define TRAP_SLEEP_RAY 5 +#define TRAP_FALSE_ALARM 6 +#define TRAP_DRAIN_XP 7 +#define TRAP_ALERT 8 // makes town hostile +#define TRAP_FLAMES 9 // damages all => uses trap_level (*5) to calculates damages. +#define TRAP_DUMBFOUND 10 //dumbfound all +#define TRAP_DISEASE 11 +#define TRAP_DISEASE_ALL 12 + +//stuff used in blxactions.c + +//Startup button rects (also used in startup.c) +#define STARTBTN_LOAD 0 +#define STARTBTN_NEW 1 +#define STARTBTN_ORDER 2 +#define STARTBTN_JOIN 3 +#define STARTBTN_CUSTOM 4 + +//Shop rects +#define SHOPRECT_WHOLE_AREA 0 +#define SHOPRECT_ACTIVE_AREA 1 +#define SHOPRECT_GRAPHIC 2 +#define SHOPRECT_ITEM_NAME 3 +#define SHOPRECT_ITEM_COST 4 +#define SHOPRECT_ITEM_EXTRA 5 +#define SHOPRECT_ITEM_HELP 6 + +// Item button rects +#define ITEMBTN_NAME 0 +#define ITEMBTN_USE 1 +#define ITEMBTN_GIVE 2 +#define ITEMBTN_DROP 3 +#define ITEMBTN_INFO 4 +#define ITEMBTN_SPEC 5 // Sell, Identify, or Enchant + +// PC button rects +#define PCBTN_NAME 0 +#define PCBTN_HP 1 +#define PCBTN_SP 2 +#define PCBTN_INFO 3 +#define PCBTN_TRADE 4 + +//Spell select +#define SPELL_SELECT_NONE 0 +#define SPELL_SELECT_ACTIVE 1 +#define SPELL_SELECT_ANY 2 + +//Spell refer +#define SPELL_REFER 0 +#define SPELL_IMMED 1 +#define SPELL_TARGET 2 +#define SPELL_FANCY_TARGET 3 + +#endif \ No newline at end of file