- Redid the draw items and draw fields code to draw just on one space rather than the entire area. - Fixed bug where special spots were not masked properly. - Removed some large chunks of commented, obsolete code. - Found and fixed bug where the instant help system caused the game to believe you had stolen items when in fact you hadn't. - Added enum for special node context (ie the context in which a special node is being run); not really used yet though. - Added support and graphic for forcecage, and graphic for stone block; mechanics not yet implemented. git-svn-id: http://openexile.googlecode.com/svn/trunk@88 4ebdad44-0ea0-11de-aab3-ff745001d230
509 lines
14 KiB
C
509 lines
14 KiB
C
/*
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* simpletypes.h
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* BoE
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*
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* Created by Celtic Minstrel on 01/06/09.
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*
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*/
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typedef unsigned short m_num_t;
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typedef unsigned short ter_num_t;
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typedef signed short spec_num_t;
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typedef signed short item_num_t;
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typedef unsigned short str_num_t;
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/* adven[i].race */ //complete
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enum eRace {
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RACE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
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RACE_HUMAN = 0,
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RACE_NEPHIL = 1,
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RACE_SLITH = 2,
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RACE_VAHNATAI = 3,
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RACE_REPTILE = 4,
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RACE_BEAST = 5,
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RACE_IMPORTANT = 6,
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RACE_MAGE = 7,
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RACE_PRIEST = 8,
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RACE_HUMANOID = 9,
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RACE_DEMON = 10,
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RACE_UNDEAD = 11,
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RACE_GIANT = 12,
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RACE_SLIME = 13,
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RACE_STONE = 14,
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RACE_BUG = 15,
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RACE_DRAGON = 16,
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RACE_MAGICAL = 17,
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RACE_PLANT = 18,
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RACE_BIRD = 19,
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}; // TODO: Expand and merge with eMonsterType
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/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc
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enum eStatus {
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STATUS_POISONED_WEAPON = 0,
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STATUS_BLESS_CURSE = 1,
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STATUS_POISON = 2,
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STATUS_HASTE_SLOW = 3,
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STATUS_INVULNERABLE = 4,
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STATUS_MAGIC_RESISTANCE = 5,
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STATUS_WEBS = 6,
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STATUS_DISEASE = 7,
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STATUS_INVISIBLE = 8, //sanctuary
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STATUS_DUMB = 9,
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STATUS_MARTYRS_SHIELD = 10,
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STATUS_ASLEEP = 11,
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STATUS_PARALYZED = 12,
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STATUS_ACID = 13,
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};
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/* Monster Type */
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enum eMonsterType {
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MONSTER_TYPE_UNKNOWN = -1, // for parameters to some functions; not valid in the class
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MONSTER_TYPE_HUMAN = 0,
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MONSTER_TYPE_REPTILE = 1,
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MONSTER_TYPE_BEAST = 2,
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MONSTER_TYPE_IMPORTANT = 3,
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MONSTER_TYPE_MAGE = 4,
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MONSTER_TYPE_PRIEST = 5,
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MONSTER_TYPE_HUMANOID = 6,
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MONSTER_TYPE_DEMON = 7,
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MONSTER_TYPE_UNDEAD = 8,
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MONSTER_TYPE_GIANT = 9,
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MONSTER_TYPE_SLIME = 10,
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MONSTER_TYPE_STONE = 11,
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MONSTER_TYPE_BUG = 12,
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MONSTER_TYPE_DRAGON = 13,
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MONSTER_TYPE_MAGICAL = 14,
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};
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/* Special Ability a.k.a spec_skill */
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enum eMonstAbil {
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MONST_NO_ABIL = 0,
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// Missile abilities (extra1 = number of sided dice; extra2 = number of sides)
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MONST_THROWS_DARTS = 10,
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MONST_SHOOTS_ARROWS,
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MONST_THROWS_SPEARS,
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MONST_THROWS_ROCKS,
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MONST_THROWS_RAZORDISKS,
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MONST_GOOD_ARCHER,
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MONST_SHOOTS_SPINES,
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MONST_THROWS_KNIVES,
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// Ray abilities (extra1 = type of damage / status where applicable)
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MONST_DAMAGE_RAY = 20,
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MONST_STATUS_RAY,
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MONST_PETRIFY_RAY,
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MONST_DRAIN_SP_RAY,
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MONST_DRAIN_XP_RAY,
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MONST_DRAIN_XP_DAMAGE_RAY,
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MONST_KILL_RAY,
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MONST_STEAL_FOOD_RAY,
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MONST_STEAL_GOLD_RAY,
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// Touch abilities (extra1 = type of damage / status where applicable)
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MONST_DAMAGE_TOUCH = 30,
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MONST_STATUS_TOUCH,
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MONST_PETRIFY_TOUCH,
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MONST_DRAIN_SP_TOUCH,
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MONST_DRAIN_XP_TOUCH,
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MONST_DRAIN_XP_DAMAGE_TOUCH,
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MONST_KILL_TOUCH,
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MONST_STEAL_FOOD_TOUCH,
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MONST_STEAL_GOLD_TOUCH,
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// Summon abilities (extra1 = which monster / type / species; extra2 = % chance)
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MONST_SUMMON_ONE = 40,
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MONST_SUMMON_TYPE,
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MONST_SUMMON_SPECIES,
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MONST_SUMMON_RANDOM,
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MONST_MASS_SUMMON,
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// Misc abilities (extra1 = field / special #; extra2 = % chance for radiate only)
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MONST_SPLITS = 50,
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MONST_FIELD_MISSILE,
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MONST_MARTYRS_SHIELD,
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MONST_ABSORB_SPELLS,
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MONST_INVULNERABLE,
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MONST_RADIATE,
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MONST_CALL_LOCAL_SPECIAL,
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MONST_CALL_GLOBAL_SPECIAL,
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};
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/* Terrains Specials Properties : scenario.ter_types[i].special */ //complete
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enum eTerSpec {
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// TER_SPEC_NONE = 0,
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// TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
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// TER_SPEC_DOES_FIRE_DAMAGE = 2,
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// TER_SPEC_DOES_COLD_DAMAGE = 3,
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// TER_SPEC_DOES_MAGIC_DAMAGE = 4,
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// TER_SPEC_POISON_LAND = 5,
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// TER_SPEC_DISEASED_LAND = 6,
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// TER_SPEC_CRUMBLING_TERRAIN = 7,
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// TER_SPEC_LOCKABLE_TERRAIN = 8,
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// TER_SPEC_UNLOCKABLE_TERRAIN = 9,
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// TER_SPEC_UNLOCKABLE_BASHABLE = 10,
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// TER_SPEC_IS_A_SIGN = 11,
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// TER_SPEC_CALL_LOCAL_SPECIAL = 12,
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// TER_SPEC_CALL_SCENARIO_SPECIAL = 13,
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// TER_SPEC_IS_A_CONTAINER = 14,
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// TER_SPEC_WATERFALL = 15,
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// TER_SPEC_CONVEYOR_NORTH = 16,
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// TER_SPEC_CONVEYOR_EAST = 17,
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// TER_SPEC_CONVEYOR_SOUTH = 18,
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// TER_SPEC_CONVEYOR_WEST = 19,
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// TER_SPEC_BLOCKED_TO_MONSTERS = 20,
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// TER_SPEC_TOWN_ENTRANCE = 21,
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// TER_SPEC_CHANGE_WHEN_USED = 22,
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// TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
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TER_SPEC_NONE = 0,
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TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
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TER_SPEC_DAMAGING = 2,
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TER_SPEC_BRIDGE = 3, // new
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TER_SPEC_BED = 4, // new
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TER_SPEC_DANGEROUS = 5,
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TER_SPEC_UNUSED1 = 6,
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TER_SPEC_CRUMBLING = 7,
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TER_SPEC_LOCKABLE = 8,
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TER_SPEC_UNLOCKABLE = 9,
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TER_SPEC_UNUSED2 = 10,
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TER_SPEC_IS_A_SIGN = 11,
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TER_SPEC_CALL_SPECIAL = 12,
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TER_SPEC_UNUSED3 = 13,
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TER_SPEC_IS_A_CONTAINER = 14,
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TER_SPEC_WATERFALL = 15,
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TER_SPEC_CONVEYOR = 16,
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TER_SPEC_UNUSED4 = 17,
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TER_SPEC_UNUSED5 = 18,
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TER_SPEC_UNUSED6 = 19,
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TER_SPEC_BLOCKED_TO_MONSTERS = 20,
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TER_SPEC_TOWN_ENTRANCE = 21,
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TER_SPEC_CHANGE_WHEN_USED = 22,
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TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
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// 1. Change when step on (What to change to, number of sound, Unused)
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// 2. Damaging terrain; can't rest here (Amount of damage done, multiplier, damage type)
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// 3. Reserved
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// 4. Reserved
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// 5. Dangerous land; can't rest here; percentage chance may be 0 (Strength, Percentage chance, status type)
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// 6. Reserved
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// 7. Crumbling terrain (Terrain to change to, strength?, destroyed by what - quickfire, shatter/move mountains, or both)
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// 8. Lockable terrain (Terrain to change to when locked, Unused, Unused)
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// 9. Unlockable terrain (Terrain to change to when locked, Difficulty, can be bashed)
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// 10. Reserved
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// 11. Sign (Unused, Unused, Unused)
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// 12. Call special (Special to call, local or scenario?, Unused)
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// 13. Reserved
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// 14. Container (Unused, Unused, Unused)
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// 15. Waterfall (Direction, Unused, Unused)
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// 16. Conveyor Belt (Direction, Unused, Unused)
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// 17. Reserved
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// 18. Reserved
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// 19. Reserved
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// 20. Blocked to Monsters (Unused, Unused, Unused)
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// 21. Town entrance (Terrain type if hidden, Unused, Unused)
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// 22. Change when Used (Terrain to change to when used, Number of sound, Unused)
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// 23. Call special when used (Special to call, local or scenario?, Unused)
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// 24. Bridge - if the party boats over it, they get the option to land. (Unused, Unused, Unused)
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};
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enum eTrimType {
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TRIM_NONE = 0,
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TRIM_WALL = 1, // not a trim, but trims will conform to it as if it's the same ground type (eg stone wall)
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TRIM_S, TRIM_SE, TRIM_E, TRIM_NE, TRIM_N, TRIM_NW, TRIM_W, TRIM_SW,
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TRIM_NE_INNER, TRIM_SE_INNER, TRIM_SW_INNER, TRIM_NW_INNER,
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TRIM_FRILLS = 14, // like on lava and underground water; no trim_ter required
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TRIM_ROAD = 15, // the game will treat it like a road space and draw roads; no trim_ter required
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TRIM_WALKWAY = 16, // the game will draw walkway corners; trim_ter is base terrain to draw on
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TRIM_WATERFALL = 17, // special case for waterfalls
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TRIM_CITY = 18, // the game will join roads up to this space but not draw roads on the space
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};
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/* items[i].type a.k.a type of weapon */
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enum eWeapType {
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ITEM_NOT_MELEE = 0,
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ITEM_EDGED = 1,
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ITEM_BASHING = 2,
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ITEM_POLE = 3,
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};
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/* items[i].variety a.k.a item type (in editor) */
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enum eItemType {
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ITEM_TYPE_NO_ITEM = 0,
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ITEM_TYPE_ONE_HANDED = 1,
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ITEM_TYPE_TWO_HANDED = 2,
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ITEM_TYPE_GOLD = 3,
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ITEM_TYPE_BOW = 4,
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ITEM_TYPE_ARROW = 5,
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ITEM_TYPE_THROWN_MISSILE = 6,
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ITEM_TYPE_POTION = 7, // potion/magic item
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ITEM_TYPE_SCROLL = 8, // scroll/magic item
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ITEM_TYPE_WAND = 9,
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ITEM_TYPE_TOOL = 10,
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ITEM_TYPE_FOOD = 11,
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ITEM_TYPE_SHIELD = 12,
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ITEM_TYPE_ARMOR = 13,
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ITEM_TYPE_HELM = 14,
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ITEM_TYPE_GLOVES = 15,
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ITEM_TYPE_SHIELD_2 = 16,
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// don't know why a second type of shield is used ; it is actually checked
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// in the armor code (item >= 12 and <= 17)
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// and you can't equip another (12) shield while wearing it ... I didn't
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// find a single item with this property in the bladbase.exs ...
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ITEM_TYPE_BOOTS = 17,
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ITEM_TYPE_RING = 18,
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ITEM_TYPE_NECKLACE = 19,
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ITEM_TYPE_WEAPON_POISON = 20,
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ITEM_TYPE_NON_USE_OBJECT = 21,
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ITEM_TYPE_PANTS = 22,
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ITEM_TYPE_CROSSBOW = 23,
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ITEM_TYPE_BOLTS = 24,
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ITEM_TYPE_MISSILE_NO_AMMO = 25, //e.g slings
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ITEM_TYPE_UNUSED1 = 26, // these are here solely because they are options in the editor
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ITEM_TYPE_UNUSED2 = 27,
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};
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/* items[i].ability */
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enum eItemAbil {
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// Weapon abilities
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ITEM_NO_ABILITY = 0,
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ITEM_FLAMING_WEAPON = 1,
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ITEM_DEMON_SLAYER = 2,
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ITEM_UNDEAD_SLAYER = 3,
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ITEM_LIZARD_SLAYER = 4,
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ITEM_GIANT_SLAYER = 5,
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ITEM_MAGE_SLAYER = 6,
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ITEM_PRIEST_SLAYER = 7,
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ITEM_BUG_SLAYER = 8,
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ITEM_ACIDIC_WEAPON = 9,
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ITEM_SOULSUCKER = 10,
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ITEM_DRAIN_MISSILES = 11,
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ITEM_WEAK_WEAPON = 12,
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ITEM_CAUSES_FEAR = 13,
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ITEM_POISONED_WEAPON = 14,
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// General abilities
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ITEM_PROTECTION = 30,
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ITEM_FULL_PROTECTION = 31,
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ITEM_FIRE_PROTECTION = 32,
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ITEM_COLD_PROTECTION = 33,
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ITEM_POISON_PROTECTION = 34,
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ITEM_MAGIC_PROTECTION = 35,
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ITEM_ACID_PROTECTION = 36,
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ITEM_SKILL = 37,
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ITEM_STRENGTH = 38,
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ITEM_DEXTERITY = 39,
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ITEM_INTELLIGENCE = 40,
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ITEM_ACCURACY = 41,
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ITEM_THIEVING = 42,
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ITEM_GIANT_STRENGTH = 43,
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ITEM_LIGHTER_OBJECT = 44,
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ITEM_HEAVIER_OBJECT = 45,
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ITEM_OCCASIONAL_BLESS = 46,
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ITEM_OCCASIONAL_HASTE = 47,
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ITEM_LIFE_SAVING = 48,
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ITEM_PROTECT_FROM_PETRIFY = 49,
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ITEM_REGENERATE = 50,
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ITEM_POISON_AUGMENT = 51,
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ITEM_DISEASE_PARTY = 52,
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ITEM_WILL = 53,
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ITEM_FREE_ACTION = 54,
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ITEM_SPEED = 55,
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ITEM_SLOW_WEARER = 56,
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ITEM_PROTECT_FROM_UNDEAD = 57,
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ITEM_PROTECT_FROM_DEMONS = 58,
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ITEM_PROTECT_FROM_HUMANOIDS = 59,
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ITEM_PROTECT_FROM_REPTILES = 60,
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ITEM_PROTECT_FROM_GIANTS = 61,
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ITEM_PROTECT_FROM_DISEASE = 62,
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// Nonspell Usable
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ITEM_POISON_WEAPON = 70, //put poison on weapon
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ITEM_BLESS_CURSE = 71,
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ITEM_AFFECT_POISON = 72,
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ITEM_HASTE_SLOW = 73,
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ITEM_AFFECT_INVULN = 74,
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ITEM_AFFECT_MAGIC_RES = 75,
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ITEM_AFFECT_WEB = 76,
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ITEM_AFFECT_DISEASE = 77,
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ITEM_AFFECT_SANCTUARY = 78,
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ITEM_AFFECT_DUMBFOUND = 79,
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ITEM_AFFECT_MARTYRS_SHIELD = 80,
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ITEM_AFFECT_SLEEP = 81,
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ITEM_AFFECT_PARALYSIS = 82,
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ITEM_AFFECT_ACID = 83,
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ITEM_BLISS = 84,
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ITEM_AFFECT_EXPERIENCE = 85,
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ITEM_AFFECT_SKILL_POINTS = 86,
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ITEM_AFFECT_HEALTH = 87,
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ITEM_AFFECT_SPELL_POINTS = 88,
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ITEM_DOOM = 89,
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ITEM_LIGHT = 90,
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ITEM_STEALTH = 91,
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ITEM_FIREWALK = 92,
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ITEM_FLYING = 93,
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ITEM_MAJOR_HEALING = 94,
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// Spell Usable
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ITEM_SPELL_FLAME = 110,
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ITEM_SPELL_FIREBALL = 111,
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ITEM_SPELL_FIRESTORM = 112,
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ITEM_SPELL_KILL = 113,
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ITEM_SPELL_ICE_BOLT = 114,
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ITEM_SPELL_SLOW = 115,
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ITEM_SPELL_SHOCKWAVE = 116,
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ITEM_SPELL_DISPEL_UNDEAD = 117,
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ITEM_SPELL_DISPEL_SPIRIT = 118,
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ITEM_SPELL_SUMMONING = 119,
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ITEM_SPELL_MASS_SUMMONING = 120,
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ITEM_SPELL_ACID_SPRAY = 121,
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ITEM_SPELL_STINKING_CLOUD = 122,
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ITEM_SPELL_SLEEP_FIELD = 123,
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ITEM_SPELL_VENOM = 124,
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ITEM_SPELL_SHOCKSTORM = 125,
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ITEM_SPELL_PARALYSIS = 126,
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ITEM_SPELL_WEB_SPELL = 127,
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ITEM_SPELL_STRENGTHEN_TARGET = 128, //wand of carrunos effect
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ITEM_SPELL_QUICKFIRE = 129,
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ITEM_SPELL_MASS_CHARM = 130,
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ITEM_SPELL_MAGIC_MAP = 131,
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ITEM_SPELL_DISPEL_BARRIER = 132,
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ITEM_SPELL_MAKE_ICE_WALL = 133,
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ITEM_SPELL_CHARM_SPELL = 134,
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ITEM_SPELL_ANTIMAGIC_CLOUD = 135,
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// Reagents
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ITEM_HOLLY = 150, // Holly/Toadstool
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ITEM_COMFREY_ROOT = 151,
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ITEM_GLOWING_NETTLE = 152,
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ITEM_WORMGRASS = 153, // Crypt Shroom/Wormgr.
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ITEM_ASPTONGUE_MOLD = 154,
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ITEM_EMBER_FLOWERS = 155,
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ITEM_GRAYMOLD = 156,
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ITEM_MANDRAKE = 157,
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ITEM_SAPPHIRE = 158,
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ITEM_SMOKY_CRYSTAL = 159,
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ITEM_RESSURECTION_BALM = 160,
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ITEM_LOCKPICKS = 161,
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// Missile Abilities
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ITEM_MISSILE_RETURNING = 170,
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ITEM_MISSILE_LIGHTNING = 171,
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ITEM_MISSILE_EXPLODING = 172,
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ITEM_MISSILE_ACID = 173,
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ITEM_MISSILE_SLAY_UNDEAD = 174,
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ITEM_MISSILE_SLAY_DEMON = 175,
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ITEM_MISSILE_HEAL_TARGET = 176,
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};
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/* adven[i].skills */ //complete
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enum eSkill {
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SKILL_STRENGTH = 0,
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SKILL_DEXTERITY = 1,
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SKILL_INTELLIGENCE = 2,
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SKILL_EDGED_WEAPONS = 3,
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SKILL_BASHING_WEAPONS = 4,
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SKILL_POLE_WEAPONS = 5,
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SKILL_THROWN_MISSILES = 6,
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SKILL_ARCHERY = 7,
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SKILL_DEFENSE = 8,
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SKILL_MAGE_SPELLS = 9,
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SKILL_PRIEST_SPELLS = 10,
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SKILL_MAGE_LORE = 11,
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SKILL_ALCHEMY = 12,
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SKILL_ITEM_LORE = 13,
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SKILL_DISARM_TRAPS = 14,
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SKILL_LOCKPICKING = 15,
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SKILL_ASSASSINATION = 16,
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SKILL_POISON = 17,
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SKILL_LUCK = 18,
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};
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/* adven[i].traits */ //complete
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enum eTrait {
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TRAIT_TOUGHNESS = 0,
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TRAIT_MAGICALLY_APT = 1,
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TRAIT_AMBIDEXTROUS = 2,
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TRAIT_NIMBLE = 3,
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TRAIT_CAVE_LORE = 4,
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TRAIT_WOODSMAN = 5,
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TRAIT_GOOD_CONST = 6,
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TRAIT_HIGHLY_ALERT = 7,
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TRAIT_STRENGTH = 8,
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|
TRAIT_RECUPERATION = 9,
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TRAIT_SLUGGISH = 10,
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TRAIT_MAGICALLY_INEPT = 11,
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TRAIT_FRAIL = 12,
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TRAIT_CHRONIC_DISEASE = 13,
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TRAIT_BAD_BACK = 14,
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TRAIT_PACIFIST = 15,
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};
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|
|
|
|
|
/* damage type*/
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|
/* used as parameter to some functions */
|
|
enum eDamageType {
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|
DAMAGE_WEAPON = 0,
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|
DAMAGE_FIRE = 1,
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|
DAMAGE_POISON = 2,
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|
DAMAGE_MAGIC = 3,
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|
DAMAGE_UNBLOCKABLE = 4, //from the source files - the display is the same as the magic one (damage_monst in SPECIALS.cpp)
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|
DAMAGE_COLD = 5,
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|
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 ?
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|
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,
|
|
};
|