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oboe/src/boe.consts.hpp

213 lines
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C++

/*
* consts.h
* BoE
*
* Created by Celtic Minstrel on 13/04/09.
*
*/
#ifndef BOE_GAME_CONSTS_H
#define BOE_GAME_CONSTS_H
#include <set>
/*
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
/* stuff done flags */
#define SDF_COMBAT_SELECT_PARTY 305][3
#define SDF_SKIP_STARTUP 305][4 // preferably deprecated
#define SDF_LESS_SOUND 305][5
#define SDF_NO_TARGET_LINE 305][6
#define SDF_NO_BOAT_SPECIALS 305][7
#define SDF_RESURRECT_NO_BALM 305][8
#define SDF_HOSTILES_PRESENT 305][9
#define SDF_NO_MAPS 306][0
#define SDF_NO_SOUNDS 306][1
#define SDF_NO_FRILLS 306][2
#define SDF_ROOM_DESCS_AGAIN 306][3
#define SDF_NO_INSTANT_HELP 306][4 // boolean
#define SDF_NO_SHORE_FRILLS 306][5
#define SDF_GAME_SPEED 306][6
#define SDF_EASY_MODE 306][7
#define SDF_LESS_WANDER_ENC 306][8
#define SDF_NO_TER_ANIM 306][9
#define SDF_TIMERS_DURING_REST 307][0
/*
[305]
[6] is No targeting line (use if getting crashes)
[5] is Fewer sounds (use if getting crashes)
*/
/* overall mode; some seem to be missing */
enum eGameMode {
MODE_OUTDOORS = 0,
MODE_TOWN = 1,
MODE_TALK_TOWN = 2, // looking for someone to talk
MODE_TOWN_TARGET = 3, // spell target, that is
MODE_USE_TOWN = 4,
MODE_DROP_TOWN = 5,
MODE_BASH_TOWN = 6, // unused
MODE_COMBAT = 10,
MODE_SPELL_TARGET = 11,
MODE_FIRING = 12, // firing from bow or crossbow
MODE_THROWING = 13, // throwing missle
MODE_FANCY_TARGET = 14, // spell target, that is; I think it's for multitarget spells
MODE_DROP_COMBAT = 15,
MODE_TALKING = 20,
MODE_SHOPPING = 21,
MODE_ROOM_DESCR = 30, // for future use
MODE_LOOK_OUTDOORS = 35, // looking at something
MODE_LOOK_TOWN = 36,
MODE_LOOK_COMBAT = 37,
MODE_STARTUP = 45,
MODE_RESTING = 50,
MODE_CUTSCENE = 51, // for future use
};
static const std::set<eGameMode> scrollableModes = {
MODE_SPELL_TARGET,
MODE_FIRING,
MODE_THROWING,
MODE_FANCY_TARGET,
MODE_LOOK_COMBAT,
MODE_LOOK_TOWN
};
enum eStatMode {
MODE_INVEN = 0,
MODE_SHOP = 1,
MODE_IDENTIFY = 2,
MODE_SELL_WEAP = 3,
MODE_SELL_ARMOR = 4,
MODE_SELL_ANY = 5,
MODE_ENCHANT = 6,
};
#ifndef DIR_ARRAY_DEF
extern signed char dir_x_dif[9];
extern signed char dir_y_dif[9];
#endif
//inline eDamageType operator + (eDamageType lhs, eDamageType rhs){
// if(lhs == DAMAGE_MARKED || lhs == DAMAGE_NO_PRINT){
// if(rhs != DAMAGE_MARKED && rhs != DAMAGE_NO_PRINT)
// return (eDamageType) ((int)lhs + (int)rhs);
// }else if(rhs == DAMAGE_MARKED || rhs == DAMAGE_NO_PRINT)
// return (eDamageType) ((int)lhs + (int)rhs);
// else{
// int a = lhs, b = rhs, c = 0;
// if(a > 30){
// c += 30;
// a -= 30;
// if(b > 30) b -= 30;
// else if(b > 10) b -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(b > 30){
// c += 30;
// b -= 30;
// if(a > 30) a -= 30;
// else if(a > 10) a -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(a > 10){
// c += 10;
// a -= 10;
// if(b > 30){
// b -= 30;
// c += 20;
// }else if(b > 10) b -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(b > 10){
// c += 10;
// b -= 10;
// if(a > 30){
// a -= 30;
// c += 20;
// }else if(a > 10) a -= 10;
// if(a == b) c += a;
// else c += 4;
// }
// return (eDamageType) c; // this SHOULD guarantee a valid result...
// }
//}
/* trap type */
/* used in pc_record_type::runTrap(...) */
enum eTrapType {
TRAP_RANDOM = 0,
TRAP_BLADE = 1,
TRAP_DART = 2,
TRAP_GAS = 3, // poisons all
TRAP_EXPLOSION = 4, // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13).
TRAP_SLEEP_RAY = 5, // TODO: Rename "Paralysis ray"
TRAP_FALSE_ALARM = 6,
TRAP_DRAIN_XP = 7,
TRAP_ALERT = 8, // makes town hostile
TRAP_FLAMES = 9, // damages all => uses trap_level (*5) to calculates damages.
TRAP_DUMBFOUND = 10, //dumbfound all
TRAP_DISEASE = 11,
TRAP_DISEASE_ALL = 12,
TRAP_CUSTOM = 13,
};
// Startup button rects
#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
// Item window modes (non-PC)
#define ITEM_WIN_SPECIAL 6
#define ITEM_WIN_QUESTS 7
//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