/* * simpletypes.h * BoE * * Created by Celtic Minstrel on 01/06/09. * */ typedef unsigned short m_num_t; typedef unsigned short ter_num_t; typedef signed short spec_num_t; typedef signed short item_num_t; typedef unsigned short str_num_t; /* adven[i].race */ //complete enum eRace { RACE_UNKNOWN = -1, // for parameters to some functions; not valid in the class RACE_HUMAN = 0, RACE_NEPHIL = 1, RACE_SLITH = 2, RACE_VAHNATAI = 3, RACE_REPTILE = 4, RACE_BEAST = 5, RACE_IMPORTANT = 6, RACE_MAGE = 7, RACE_PRIEST = 8, RACE_HUMANOID = 9, RACE_DEMON = 10, RACE_UNDEAD = 11, RACE_GIANT = 12, RACE_SLIME = 13, RACE_STONE = 14, RACE_BUG = 15, RACE_DRAGON = 16, RACE_MAGICAL = 17, RACE_PLANT = 18, RACE_BIRD = 19, }; // TODO: Expand and merge with eMonsterType /* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc enum eStatus { STATUS_POISONED_WEAPON = 0, STATUS_BLESS_CURSE = 1, STATUS_POISON = 2, STATUS_HASTE_SLOW = 3, STATUS_INVULNERABLE = 4, STATUS_MAGIC_RESISTANCE = 5, STATUS_WEBS = 6, STATUS_DISEASE = 7, STATUS_INVISIBLE = 8, //sanctuary STATUS_DUMB = 9, STATUS_MARTYRS_SHIELD = 10, STATUS_ASLEEP = 11, STATUS_PARALYZED = 12, STATUS_ACID = 13, }; /* Monster Type */ enum eMonsterType { MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class MONSTER_TYPE_HUMAN = 0, MONSTER_TYPE_REPTILE = 1, MONSTER_TYPE_BEAST = 2, MONSTER_TYPE_IMPORTANT = 3, MONSTER_TYPE_MAGE = 4, MONSTER_TYPE_PRIEST = 5, MONSTER_TYPE_HUMANOID = 6, MONSTER_TYPE_DEMON = 7, MONSTER_TYPE_UNDEAD = 8, MONSTER_TYPE_GIANT = 9, MONSTER_TYPE_SLIME = 10, MONSTER_TYPE_STONE = 11, MONSTER_TYPE_BUG = 12, MONSTER_TYPE_DRAGON = 13, MONSTER_TYPE_MAGICAL = 14, }; /* Special Ability a.k.a spec_skill */ enum eMonstAbil { MONST_NO_ABIL = 0, // Missile abilities (extra1 = number of sided dice; extra2 = number of sides) MONST_THROWS_DARTS = 10, MONST_SHOOTS_ARROWS, MONST_THROWS_SPEARS, MONST_THROWS_ROCKS, MONST_THROWS_RAZORDISKS, MONST_GOOD_ARCHER, MONST_SHOOTS_SPINES, MONST_THROWS_KNIVES, // Ray abilities (extra1 = type of damage / status where applicable) MONST_DAMAGE_RAY = 20, MONST_STATUS_RAY, MONST_PETRIFY_RAY, MONST_DRAIN_SP_RAY, MONST_DRAIN_XP_RAY, MONST_DRAIN_XP_DAMAGE_RAY, MONST_KILL_RAY, MONST_STEAL_FOOD_RAY, MONST_STEAL_GOLD_RAY, // Touch abilities (extra1 = type of damage / status where applicable) MONST_DAMAGE_TOUCH = 30, MONST_STATUS_TOUCH, MONST_PETRIFY_TOUCH, MONST_DRAIN_SP_TOUCH, MONST_DRAIN_XP_TOUCH, MONST_DRAIN_XP_DAMAGE_TOUCH, MONST_KILL_TOUCH, MONST_STEAL_FOOD_TOUCH, MONST_STEAL_GOLD_TOUCH, // Summon abilities (extra1 = which monster / type / species; extra2 = % chance) MONST_SUMMON_ONE = 40, MONST_SUMMON_TYPE, MONST_SUMMON_SPECIES, MONST_SUMMON_RANDOM, MONST_MASS_SUMMON, // Misc abilities (extra1 = field / special #; extra2 = % chance for radiate only) MONST_SPLITS = 50, MONST_FIELD_MISSILE, MONST_MARTYRS_SHIELD, MONST_ABSORB_SPELLS, MONST_INVULNERABLE, MONST_RADIATE, MONST_CALL_LOCAL_SPECIAL, MONST_CALL_GLOBAL_SPECIAL, }; /* Terrains Specials Properties : scenario.ter_types[i].special */ //complete enum eTerSpec { // TER_SPEC_NONE = 0, // TER_SPEC_CHANGE_WHEN_STEP_ON = 1, // TER_SPEC_DOES_FIRE_DAMAGE = 2, // TER_SPEC_DOES_COLD_DAMAGE = 3, // TER_SPEC_DOES_MAGIC_DAMAGE = 4, // TER_SPEC_POISON_LAND = 5, // TER_SPEC_DISEASED_LAND = 6, // TER_SPEC_CRUMBLING_TERRAIN = 7, // TER_SPEC_LOCKABLE_TERRAIN = 8, // TER_SPEC_UNLOCKABLE_TERRAIN = 9, // TER_SPEC_UNLOCKABLE_BASHABLE = 10, // TER_SPEC_IS_A_SIGN = 11, // TER_SPEC_CALL_LOCAL_SPECIAL = 12, // TER_SPEC_CALL_SCENARIO_SPECIAL = 13, // TER_SPEC_IS_A_CONTAINER = 14, // TER_SPEC_WATERFALL = 15, // TER_SPEC_CONVEYOR_NORTH = 16, // TER_SPEC_CONVEYOR_EAST = 17, // TER_SPEC_CONVEYOR_SOUTH = 18, // TER_SPEC_CONVEYOR_WEST = 19, // TER_SPEC_BLOCKED_TO_MONSTERS = 20, // TER_SPEC_TOWN_ENTRANCE = 21, // TER_SPEC_CHANGE_WHEN_USED = 22, // TER_SPEC_CALL_SPECIAL_WHEN_USED = 23, TER_SPEC_NONE = 0, TER_SPEC_CHANGE_WHEN_STEP_ON = 1, TER_SPEC_DAMAGING = 2, TER_SPEC_BRIDGE = 3, // new TER_SPEC_BED = 4, // new TER_SPEC_DANGEROUS = 5, TER_SPEC_UNUSED1 = 6, TER_SPEC_CRUMBLING = 7, TER_SPEC_LOCKABLE = 8, TER_SPEC_UNLOCKABLE = 9, TER_SPEC_UNUSED2 = 10, TER_SPEC_IS_A_SIGN = 11, TER_SPEC_CALL_SPECIAL = 12, TER_SPEC_UNUSED3 = 13, TER_SPEC_IS_A_CONTAINER = 14, TER_SPEC_WATERFALL = 15, TER_SPEC_CONVEYOR = 16, TER_SPEC_UNUSED4 = 17, TER_SPEC_UNUSED5 = 18, TER_SPEC_UNUSED6 = 19, TER_SPEC_BLOCKED_TO_MONSTERS = 20, TER_SPEC_TOWN_ENTRANCE = 21, TER_SPEC_CHANGE_WHEN_USED = 22, TER_SPEC_CALL_SPECIAL_WHEN_USED = 23, // 1. Change when step on (What to change to, number of sound, Unused) // 2. Damaging terrain; can't rest here (Amount of damage done, multiplier, damage type) // 3. Reserved // 4. Reserved // 5. Dangerous land; can't rest here; percentage chance may be 0 (Strength, Percentage chance, status type) // 6. Reserved // 7. Crumbling terrain (Terrain to change to, strength?, destroyed by what - quickfire, shatter/move mountains, or both) // 8. Lockable terrain (Terrain to change to when locked, Unused, Unused) // 9. Unlockable terrain (Terrain to change to when locked, Difficulty, can be bashed) // 10. Reserved // 11. Sign (Unused, Unused, Unused) // 12. Call special (Special to call, local or scenario?, Unused) // 13. Reserved // 14. Container (Unused, Unused, Unused) // 15. Waterfall (Direction, Unused, Unused) // 16. Conveyor Belt (Direction, Unused, Unused) // 17. Reserved // 18. Reserved // 19. Reserved // 20. Blocked to Monsters (Unused, Unused, Unused) // 21. Town entrance (Terrain type if hidden, Unused, Unused) // 22. Change when Used (Terrain to change to when used, Number of sound, Unused) // 23. Call special when used (Special to call, local or scenario?, Unused) // 24. Bridge - if the party boats over it, they get the option to land. (Unused, Unused, Unused) }; enum eTrimType { TRIM_NONE = 0, TRIM_WALL = 1, // not a trim, but trims will conform to it as if it's the same ground type (eg stone wall) TRIM_S, TRIM_SE, TRIM_E, TRIM_NE, TRIM_N, TRIM_NW, TRIM_W, TRIM_SW, TRIM_NE_INNER, TRIM_SE_INNER, TRIM_SW_INNER, TRIM_NW_INNER, TRIM_FRILLS = 14, // like on lava and underground water; no trim_ter required TRIM_ROAD = 15, // the game will treat it like a road space and draw roads; no trim_ter required TRIM_WALKWAY = 16, // the game will draw walkway corners; trim_ter is base terrain to draw on TRIM_WATERFALL = 17, // special case for waterfalls TRIM_CITY = 18, // the game will join roads up to this space but not draw roads on the space }; /* items[i].type a.k.a type of weapon */ enum eWeapType { ITEM_NOT_MELEE = 0, ITEM_EDGED = 1, ITEM_BASHING = 2, ITEM_POLE = 3, }; /* items[i].variety a.k.a item type (in editor) */ enum eItemType { ITEM_TYPE_NO_ITEM = 0, ITEM_TYPE_ONE_HANDED = 1, ITEM_TYPE_TWO_HANDED = 2, ITEM_TYPE_GOLD = 3, ITEM_TYPE_BOW = 4, ITEM_TYPE_ARROW = 5, ITEM_TYPE_THROWN_MISSILE = 6, ITEM_TYPE_POTION = 7, // potion/magic item ITEM_TYPE_SCROLL = 8, // scroll/magic item ITEM_TYPE_WAND = 9, ITEM_TYPE_TOOL = 10, ITEM_TYPE_FOOD = 11, ITEM_TYPE_SHIELD = 12, ITEM_TYPE_ARMOR = 13, ITEM_TYPE_HELM = 14, ITEM_TYPE_GLOVES = 15, ITEM_TYPE_SHIELD_2 = 16, // don't know why a second type of shield is used ; it is actually checked // in the armor code (item >= 12 and <= 17) // and you can't equip another (12) shield while wearing it ... I didn't // find a single item with this property in the bladbase.exs ... ITEM_TYPE_BOOTS = 17, ITEM_TYPE_RING = 18, ITEM_TYPE_NECKLACE = 19, ITEM_TYPE_WEAPON_POISON = 20, ITEM_TYPE_NON_USE_OBJECT = 21, ITEM_TYPE_PANTS = 22, ITEM_TYPE_CROSSBOW = 23, ITEM_TYPE_BOLTS = 24, ITEM_TYPE_MISSILE_NO_AMMO = 25, //e.g slings ITEM_TYPE_UNUSED1 = 26, // these are here solely because they are options in the editor ITEM_TYPE_UNUSED2 = 27, }; /* items[i].ability */ enum eItemAbil { // Weapon abilities ITEM_NO_ABILITY = 0, ITEM_FLAMING_WEAPON = 1, ITEM_DEMON_SLAYER = 2, ITEM_UNDEAD_SLAYER = 3, ITEM_LIZARD_SLAYER = 4, ITEM_GIANT_SLAYER = 5, ITEM_MAGE_SLAYER = 6, ITEM_PRIEST_SLAYER = 7, ITEM_BUG_SLAYER = 8, ITEM_ACIDIC_WEAPON = 9, ITEM_SOULSUCKER = 10, ITEM_DRAIN_MISSILES = 11, ITEM_WEAK_WEAPON = 12, ITEM_CAUSES_FEAR = 13, ITEM_POISONED_WEAPON = 14, // General abilities ITEM_PROTECTION = 30, ITEM_FULL_PROTECTION = 31, ITEM_FIRE_PROTECTION = 32, ITEM_COLD_PROTECTION = 33, ITEM_POISON_PROTECTION = 34, ITEM_MAGIC_PROTECTION = 35, ITEM_ACID_PROTECTION = 36, ITEM_SKILL = 37, ITEM_STRENGTH = 38, ITEM_DEXTERITY = 39, ITEM_INTELLIGENCE = 40, ITEM_ACCURACY = 41, ITEM_THIEVING = 42, ITEM_GIANT_STRENGTH = 43, ITEM_LIGHTER_OBJECT = 44, ITEM_HEAVIER_OBJECT = 45, ITEM_OCCASIONAL_BLESS = 46, ITEM_OCCASIONAL_HASTE = 47, ITEM_LIFE_SAVING = 48, ITEM_PROTECT_FROM_PETRIFY = 49, ITEM_REGENERATE = 50, ITEM_POISON_AUGMENT = 51, ITEM_DISEASE_PARTY = 52, ITEM_WILL = 53, ITEM_FREE_ACTION = 54, ITEM_SPEED = 55, ITEM_SLOW_WEARER = 56, ITEM_PROTECT_FROM_UNDEAD = 57, ITEM_PROTECT_FROM_DEMONS = 58, ITEM_PROTECT_FROM_HUMANOIDS = 59, ITEM_PROTECT_FROM_REPTILES = 60, ITEM_PROTECT_FROM_GIANTS = 61, ITEM_PROTECT_FROM_DISEASE = 62, // Nonspell Usable ITEM_POISON_WEAPON = 70, //put poison on weapon ITEM_BLESS_CURSE = 71, ITEM_AFFECT_POISON = 72, ITEM_HASTE_SLOW = 73, ITEM_AFFECT_INVULN = 74, ITEM_AFFECT_MAGIC_RES = 75, ITEM_AFFECT_WEB = 76, ITEM_AFFECT_DISEASE = 77, ITEM_AFFECT_SANCTUARY = 78, ITEM_AFFECT_DUMBFOUND = 79, ITEM_AFFECT_MARTYRS_SHIELD = 80, ITEM_AFFECT_SLEEP = 81, ITEM_AFFECT_PARALYSIS = 82, ITEM_AFFECT_ACID = 83, ITEM_BLISS = 84, ITEM_AFFECT_EXPERIENCE = 85, ITEM_AFFECT_SKILL_POINTS = 86, ITEM_AFFECT_HEALTH = 87, ITEM_AFFECT_SPELL_POINTS = 88, ITEM_DOOM = 89, ITEM_LIGHT = 90, ITEM_STEALTH = 91, ITEM_FIREWALK = 92, ITEM_FLYING = 93, ITEM_MAJOR_HEALING = 94, // Spell Usable ITEM_SPELL_FLAME = 110, ITEM_SPELL_FIREBALL = 111, ITEM_SPELL_FIRESTORM = 112, ITEM_SPELL_KILL = 113, ITEM_SPELL_ICE_BOLT = 114, ITEM_SPELL_SLOW = 115, ITEM_SPELL_SHOCKWAVE = 116, ITEM_SPELL_DISPEL_UNDEAD = 117, ITEM_SPELL_DISPEL_SPIRIT = 118, ITEM_SPELL_SUMMONING = 119, ITEM_SPELL_MASS_SUMMONING = 120, ITEM_SPELL_ACID_SPRAY = 121, ITEM_SPELL_STINKING_CLOUD = 122, ITEM_SPELL_SLEEP_FIELD = 123, ITEM_SPELL_VENOM = 124, ITEM_SPELL_SHOCKSTORM = 125, ITEM_SPELL_PARALYSIS = 126, ITEM_SPELL_WEB_SPELL = 127, ITEM_SPELL_STRENGTHEN_TARGET = 128, //wand of carrunos effect ITEM_SPELL_QUICKFIRE = 129, ITEM_SPELL_MASS_CHARM = 130, ITEM_SPELL_MAGIC_MAP = 131, ITEM_SPELL_DISPEL_BARRIER = 132, ITEM_SPELL_MAKE_ICE_WALL = 133, ITEM_SPELL_CHARM_SPELL = 134, ITEM_SPELL_ANTIMAGIC_CLOUD = 135, // Reagents ITEM_HOLLY = 150, // Holly/Toadstool ITEM_COMFREY_ROOT = 151, ITEM_GLOWING_NETTLE = 152, ITEM_WORMGRASS = 153, // Crypt Shroom/Wormgr. ITEM_ASPTONGUE_MOLD = 154, ITEM_EMBER_FLOWERS = 155, ITEM_GRAYMOLD = 156, ITEM_MANDRAKE = 157, ITEM_SAPPHIRE = 158, ITEM_SMOKY_CRYSTAL = 159, ITEM_RESSURECTION_BALM = 160, ITEM_LOCKPICKS = 161, // Missile Abilities ITEM_MISSILE_RETURNING = 170, ITEM_MISSILE_LIGHTNING = 171, ITEM_MISSILE_EXPLODING = 172, ITEM_MISSILE_ACID = 173, ITEM_MISSILE_SLAY_UNDEAD = 174, ITEM_MISSILE_SLAY_DEMON = 175, ITEM_MISSILE_HEAL_TARGET = 176, }; /* adven[i].skills */ //complete enum eSkill { SKILL_STRENGTH = 0, SKILL_DEXTERITY = 1, SKILL_INTELLIGENCE = 2, SKILL_EDGED_WEAPONS = 3, SKILL_BASHING_WEAPONS = 4, SKILL_POLE_WEAPONS = 5, SKILL_THROWN_MISSILES = 6, SKILL_ARCHERY = 7, SKILL_DEFENSE = 8, SKILL_MAGE_SPELLS = 9, SKILL_PRIEST_SPELLS = 10, SKILL_MAGE_LORE = 11, SKILL_ALCHEMY = 12, SKILL_ITEM_LORE = 13, SKILL_DISARM_TRAPS = 14, SKILL_LOCKPICKING = 15, SKILL_ASSASSINATION = 16, SKILL_POISON = 17, SKILL_LUCK = 18, }; /* adven[i].traits */ //complete enum eTrait { TRAIT_TOUGHNESS = 0, TRAIT_MAGICALLY_APT = 1, TRAIT_AMBIDEXTROUS = 2, TRAIT_NIMBLE = 3, TRAIT_CAVE_LORE = 4, TRAIT_WOODSMAN = 5, TRAIT_GOOD_CONST = 6, TRAIT_HIGHLY_ALERT = 7, TRAIT_STRENGTH = 8, TRAIT_RECUPERATION = 9, TRAIT_SLUGGISH = 10, TRAIT_MAGICALLY_INEPT = 11, TRAIT_FRAIL = 12, TRAIT_CHRONIC_DISEASE = 13, TRAIT_BAD_BACK = 14, TRAIT_PACIFIST = 15, }; /* damage type*/ /* used as parameter to some functions */ enum eDamageType { DAMAGE_WEAPON = 0, DAMAGE_FIRE = 1, DAMAGE_POISON = 2, DAMAGE_MAGIC = 3, DAMAGE_UNBLOCKABLE = 4, //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp) DAMAGE_COLD = 5, DAMAGE_UNDEAD = 6, //from the source files - the display is the same as the weapon one 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 ? DAMAGE_MARKED = 10, // usage: DAMAGE_MARKED + damage_type DAMAGE_WEAPON_MARKED = 10, DAMAGE_FIRE_MARKED = 11, DAMAGE_POISON_MARKED = 12, DAMAGE_MAGIC_MARKED = 13, DAMAGE_UNBLOCKABLE_MARKED = 14, DAMAGE_COLD_MARKED = 15, DAMAGE_UNDEAD_MARKED = 16, DAMAGE_DEMON_MARKED = 17, DAMAGE_NO_PRINT = 30, // usage: DAMAGE_NO_PRINT + damage_type DAMAGE_WEAPON_NO_PRINT = 30, DAMAGE_FIRE_NO_PRINT = 31, DAMAGE_POISON_NO_PRINT = 32, DAMAGE_MAGIC_NO_PRINT = 33, DAMAGE_UNBLOCKABLE_NO_PRINT = 34, DAMAGE_COLD_NO_PRINT = 35, DAMAGE_UNDEAD_NO_PRINT = 36, DAMAGE_DEMON_NO_PRINT = 37, // What about both NO_PRINT and MARKED? }; inline void operator -= (eDamageType& cur, eDamageType othr){ if((othr == DAMAGE_MARKED && cur >= DAMAGE_MARKED && cur < DAMAGE_NO_PRINT) || (othr == DAMAGE_NO_PRINT && cur >= DAMAGE_NO_PRINT)) cur = (eDamageType) ((int)cur - (int)othr); } inline void operator += (eDamageType& cur, eDamageType othr){ if((othr == DAMAGE_MARKED || othr == DAMAGE_NO_PRINT) && cur < DAMAGE_MARKED) cur = (eDamageType) ((int)cur + (int)othr); } //class sbyte { // signed char c; //public: // operator int() {return c;} // sbyte(signed char k) : c(k) {} //} enum eSpecContext { SPEC_OUT_MOVE = 0, SPEC_TOWN_MOVE = 1, SPEC_COMBAT_MOVE = 2, SPEC_OUT_LOOK = 3, SPEC_TOWN_LOOK = 4, SPEC_ENTER_TOWN = 5, SPEC_LEAVE_TOWN = 6, SPEC_TALK = 7, SPEC_USE_SPEC_ITEM = 8, SPEC_TOWN_TIMER = 9, SPEC_SCEN_TIMER = 10, SPEC_PARTY_TIMER = 11, SPEC_KILL_MONST = 12, SPEC_OUTDOOR_ENC = 13, SPEC_WIN_ENCOUNTER = 14, SPEC_FLEE_ENCOUNTER = 15, SPEC_TARGET = 16, SPEC_USE_SPACE = 17, SPEC_SEE_MONST = 18, };