- Fixed bug in which swamp caused a false negative for the wall-rounding code - Made directions into an enum, with an operator++ and two difference arrays (for x and y). - Added case to wall-rounding code to handle a lone pillar of wall - The block_horse flag is cleared when importing a poison or disease terrain, because horses can now not cross status-inflicting terrain at all. - Added the book Finder icon git-svn-id: http://openexile.googlecode.com/svn/trunk@64 4ebdad44-0ea0-11de-aab3-ff745001d230
334 lines
8.9 KiB
C
334 lines
8.9 KiB
C
/*
|
|
* consts.h
|
|
* BoE
|
|
*
|
|
* Created by Celtic Minstrel 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_PARTY_SPLIT_PC 304][3
|
|
#define SDF_PARTY_SPLIT_TOWN 304][4 // for future use, hopefully
|
|
#define SDF_PARTY_STEALTHY 305][0
|
|
#define SDF_PARTY_FLIGHT 305][1
|
|
#define SDF_PARTY_DETECT_LIFE 305][2
|
|
#define SDF_PARTY_FIREWALK 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_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
|
|
/*
|
|
[305]
|
|
[4] will be Skip startup screen
|
|
[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_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_LOOK_OUTDOORS = 35, // looking at something
|
|
MODE_LOOK_TOWN = 36,
|
|
MODE_LOOK_COMBAT = 37,
|
|
MODE_STARTUP = 45,
|
|
MODE_RESTING = 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
|
|
|
|
// Directions!
|
|
enum eDirection {
|
|
DIR_N = 0,
|
|
DIR_NE = 1,
|
|
DIR_E = 2,
|
|
DIR_SE = 3,
|
|
DIR_S = 4,
|
|
DIR_SW = 5,
|
|
DIR_W = 6,
|
|
DIR_NW = 7,
|
|
DIR_HERE = 8,
|
|
};
|
|
#ifndef DIR_ARRAY_DEF
|
|
extern signed char dir_x_dif[9];
|
|
extern signed char dir_y_dif[9];
|
|
#endif
|
|
inline eDirection& operator++ (eDirection& me,int){
|
|
if(me == DIR_HERE) return me = DIR_N;
|
|
else return me = (eDirection) (1 + (int) me);
|
|
}
|
|
|
|
/* 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);
|
|
}
|
|
//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,
|
|
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,
|
|
};
|
|
|
|
//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
|