Files
oboe/Win32/Blades of Exile/CONSTS.H
2009-05-24 23:32:16 +00:00

542 lines
17 KiB
C

#ifndef _CONSTS_H
#define _CONSTS_H
/*
This file contain numerous constans in form of #defines.
Almost all of this 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 missile
#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, added to previous status (e.g 11 is splited alive : waiting for the active pc to return).
/* 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_EXCEPTIONAL_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 or pc_record_type::runTrap in PARTY.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
/* items[i].type a.k.a type of weapon */
#define ITEM_EDGED 1
#define ITEM_BASHING 2
#define ITEM_POLE 3
/* items[i].variety a.k.a item type (in editor) */
#define ITEM_TYPE_NO_ITEM 0 //a guess, i can't test it ; but should be accurate => confirmed by the code
#define ITEM_TYPE_ONE_HANDED 1
#define ITEM_TYPE_TWO_HANDED 2
#define ITEM_TYPE_GOLD 3 //a guess, i can't test it ; but should be accurate => confirmed by the code
#define ITEM_TYPE_BOW 4
#define ITEM_TYPE_ARROW 5
#define ITEM_TYPE_THROWN_MISSILE 6
#define ITEM_TYPE_POTION 7 // potion/magic item
#define ITEM_TYPE_SCROLL 8 // scroll/magic item
#define ITEM_TYPE_WAND 9
#define ITEM_TYPE_TOOL 10
#define ITEM_TYPE_FOOD 11 //a guess, i can't test it ; but should be accurate => confirmed by the code
#define ITEM_TYPE_SHIELD 12
#define ITEM_TYPE_ARMOR 13
#define ITEM_TYPE_HELM 14
#define ITEM_TYPE_GLOVES 15
#define 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)
#define ITEM_TYPE_BOOTS 17 //(continued) 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 ...
#define ITEM_TYPE_RING 18
#define ITEM_TYPE_NECKLACE 19
#define ITEM_TYPE_WEAPON_POISON 20
#define ITEM_TYPE_NON_USE_OBJECT 21
#define ITEM_TYPE_PANTS 22
#define ITEM_TYPE_CROSSBOW 23
#define ITEM_TYPE_BOLTS 24
#define ITEM_TYPE_MISSILE_NO_AMMO 25 //e.g slings
/* items[i].ability */
/* Weapons Ability */
#define ITEM_NO_ABILITY 0
#define ITEM_FLAMING_WEAPON 1
#define ITEM_DEMON_SLAYER 2
#define ITEM_UNDEAD_SLAYER 3
#define ITEM_LIZARD_SLAYER 4
#define ITEM_GIANT_SLAYER 5
#define ITEM_MAGE_SLAYER 6
#define ITEM_PRIEST_SLAYER 7
#define ITEM_BUG_SLAYER 8
#define ITEM_ACIDIC_WEAPON 9
#define ITEM_SOULSUCKER 10
#define ITEM_DRAIN_MISSILES 11
#define ITEM_WEAK_WEAPON 12
#define ITEM_CAUSES_FEAR 13
#define ITEM_POISONED_WEAPON 14
/* General Ability */
#define ITEM_PROTECTION 30
#define ITEM_FULL_PROTECTION 31
#define ITEM_FIRE_PROTECTION 32
#define ITEM_COLD_PROTECTION 33
#define ITEM_POISON_PROTECTION 34
#define ITEM_MAGIC_PROTECTION 35
#define ITEM_ACID_PROTECTION 36
#define ITEM_SKILL 37
#define ITEM_STRENGTH 38
#define ITEM_DEXTERITY 39
#define ITEM_INTELLIGENCE 40
#define ITEM_ACCURACY 41
#define ITEM_THIEVING 42
#define ITEM_GIANT_STRENGTH 43
#define ITEM_LIGHTER_OBJECT 44
#define ITEM_HEAVIER_OBJECT 45
#define ITEM_OCCASIONAL_BLESS 46
#define ITEM_OCCASIONAL_HASTE 47
#define ITEM_LIFE_SAVING 48
#define ITEM_PROTECT_FROM_PETRIFY 49
#define ITEM_REGENERATE 50
#define ITEM_POISON_AUGMENT 51
#define ITEM_DISEASE_PARTY 52
#define ITEM_WILL 53
#define ITEM_FREE_ACTION 54
#define ITEM_SPEED 55
#define ITEM_SLOW_WEARER 56
#define ITEM_PROTECT_FROM_UNDEAD 57
#define ITEM_PROTECT_FROM_DEMONS 58
#define ITEM_PROTECT_FROM_HUMANOIDS 59
#define ITEM_PROTECT_FROM_REPTILES 60
#define ITEM_PROTECT_FROM_GIANTS 61
#define ITEM_PROTECT_FROM_DISEASE 62
/* NonSpell Use ; the constant refers to both the positive and negative effect (don't mind the name). */
/*#define ITEM_POISON_WEAPON 70 //put poison on weapon
#define ITEM_BLESS_USER 71
#define ITEM_CURE_POISON 72
#define ITEM_HASTE_USER 73
#define ITEM_ADD_INVULNERABILITY 74
#define ITEM_ADD_MAGIC_RESISTANCE 75
#define ITEM_ADD_WEB 76
#define ITEM_CAUSE_DISEASE 77
#define ITEM_ADD_SANCTUARY 78
#define ITEM_CAUSE_DUMBFOUND 79
#define ITEM_ADD_MARTYRS_SHIELD 80
#define ITEM_CURE_SLEEP 81
#define ITEM_CURE_PARALYSIS 82
#define ITEM_CURE_ACID 83
#define ITEM_BLISS 84
#define ITEM_ADD_EXPERIENCE 85
#define ITEM_ADD_SKILL_POINTS 86
#define ITEM_ADD_HEALTH 87
#define ITEM_ADD_SPELL_POINTS 88
#define ITEM_DOOM 89
#define ITEM_LIGHT 90
#define ITEM_STEALTH 91
#define ITEM_FIREWALK 92
#define ITEM_FLYING 93
#define ITEM_MAJOR_HEALING 94*/
#define ITEM_POISON_WEAPON 70 //put poison on weapon
#define ITEM_BLESS_CURSE 71
#define ITEM_AFFECT_POISON 72
#define ITEM_HASTE_SLOW 73
#define ITEM_AFFECT_INVULN 74
#define ITEM_AFFECT_MAGIC_RES 75
#define ITEM_AFFECT_WEB 76
#define ITEM_AFFECT_DISEASE 77
#define ITEM_AFFECT_SANCTUARY 78
#define ITEM_AFFECT_DUMBFOUND 79
#define ITEM_AFFECT_MARTYRS_SHIELD 80
#define ITEM_AFFECT_SLEEP 81
#define ITEM_AFFECT_PARALYSIS 82
#define ITEM_AFFECT_ACID 83
#define ITEM_BLISS 84
#define ITEM_AFFECT_EXPERIENCE 85
#define ITEM_AFFECT_SKILL_POINTS 86
#define ITEM_AFFECT_HEALTH 87
#define ITEM_AFFECT_SPELL_POINTS 88
#define ITEM_DOOM 89
#define ITEM_LIGHT 90
#define ITEM_STEALTH 91
#define ITEM_FIREWALK 92
#define ITEM_FLYING 93
#define ITEM_MAJOR_HEALING 94
/* Spell Usable */
#define ITEM_SPELL_FLAME 110
#define ITEM_SPELL_FIREBALL 111
#define ITEM_SPELL_FIRESTORM 112
#define ITEM_SPELL_KILL 113
#define ITEM_SPELL_ICE_BOLT 114
#define ITEM_SPELL_SLOW 115
#define ITEM_SPELL_SHOCKWAVE 116
#define ITEM_SPELL_DISPEL_UNDEAD 117
#define ITEM_SPELL_DISPEL_SPIRIT 118
#define ITEM_SPELL_SUMMONING 119
#define ITEM_SPELL_MASS_SUMMONING 120
#define ITEM_SPELL_ACID_SPRAY 121
#define ITEM_SPELL_STINKING_CLOUD 122
#define ITEM_SPELL_SLEEP_FIELD 123
#define ITEM_SPELL_VENOM 124
#define ITEM_SPELL_SHOCKSTORM 125
#define ITEM_SPELL_PARALYSIS 126
#define ITEM_SPELL_WEB_SPELL 127
#define ITEM_SPELL_STRENGTHEN_TARGET 128 //wand of carrunos effect
#define ITEM_SPELL_QUICKFIRE 129
#define ITEM_SPELL_MASS_CHARM 130
#define ITEM_SPELL_MAGIC_MAP 131
#define ITEM_SPELL_DISPEL_BARRIER 132
#define ITEM_SPELL_MAKE_ICE_WALL 133
#define ITEM_SPELL_CHARM_SPELL 134
#define ITEM_SPELL_ANTIMAGIC_CLOUD 135
/* Reagents */
#define ITEM_HOLLY 150 // Holly/Toadstool
#define ITEM_COMFREY_ROOT 151
#define ITEM_GLOWING_NETTLE 152
#define ITEM_CRYPT_SHROOM 153 // Crypt Shroom/Wormgr.
#define ITEM_ASPTONGUE_MOLD 154
#define ITEM_EMBER_FLOWERS 155
#define ITEM_GRAYMOLD 156
#define ITEM_MANDRAKE 157
#define ITEM_SAPPHIRE 158
#define ITEM_SMOKY_CRYSTAL 159
#define ITEM_RESSURECTION_BALM 160
#define ITEM_LOCKPICKS 161
/* Missiles */
#define ITEM_MISSILE_RETURNING 170
#define ITEM_MISSILE_LIGHTNING 171
#define ITEM_MISSILE_EXPLODING 172
#define ITEM_MISSILE_ACID 173
#define ITEM_MISSILE_SLAY_UNDEAD 174
#define ITEM_MISSILE_SLAY_DEMON 175
#define ITEM_MISSILE_HEAL_TARGET 176
/* Monsters Stuff */
/* Skills Same as PC */
/* Monster Type */
#define MONSTER_TYPE_HUMAN 0
#define MONSTER_TYPE_REPTILE 1
#define MONSTER_TYPE_BEAST 2
#define MONSTER_TYPE_IMPORTANT 3
#define MONSTER_TYPE_MAGE 4
#define MONSTER_TYPE_PRIEST 5
#define MONSTER_TYPE_HUMANOID 6
#define MONSTER_TYPE_DEMON 7
#define MONSTER_TYPE_UNDEAD 8
#define MONSTER_TYPE_GIANT 9
#define MONSTER_TYPE_SLIME 10
#define MONSTER_TYPE_STONE 11
#define MONSTER_TYPE_BUG 12
#define MONSTER_TYPE_DRAGON 13
#define MONSTER_TYPE_MAGICAL_CREATURE 14
/* Attack Types */
#define MONSTER_ATTACK_SWINGS 0
#define MONSTER_ATTACK_CLAWS 1
#define MONSTER_ATTACK_BITES 2
#define MONSTER_ATTACK_SLIMES 3
#define MONSTER_ATTACK_PUNCHES 4
#define MONSTER_ATTACK_STINGS 5
#define MONSTER_ATTACK_CLUBS 6
#define MONSTER_ATTACK_BURNS 7
#define MONSTER_ATTACK_HARMS 8
#define MONSTER_ATTACK_STABS 9
/* Special Ability a.k.a spec_skill */
#define MONSTER_NO_SPECIAL_ABILITY 0
#define MONSTER_THROWS_DARTS 1
#define MONSTER_SHOOTS_ARROWS 2
#define MONSTER_THROWS_SPEARS 3
#define MONSTER_THROWS_ROCKS1 4 //4-24 damages
#define MONSTER_THROWS_ROCKS2 5 //5-30 damages
#define MONSTER_THROWS_ROCKS3 6 //6-36 damages
#define MONSTER_THROWS_RAZORDISKS 7
#define MONSTER_PETRIFICATION_RAY 8
#define MONSTER_SP_DRAIN_RAY 9 //spell points drain ray
#define MONSTER_HEAT_RAY 10
#define MONSTER_INVISIBLE 11
#define MONSTER_SPLITS 12
#define MONSTER_MINDLESS 13
#define MONSTER_BREATHES_STINKING_CLOUDS 14
#define MONSTER_ICY_TOUCH 15
#define MONSTER_XP_DRAINING_TOUCH 16
#define MONSTER_ICY_AND_DRAINING_TOUCH 17
#define MONSTER_SLOWING_TOUCH 18
#define MONSTER_SHOOTS_WEB 19
#define MONSTER_GOOD_ARCHER 20
#define MONSTER_STEALS_FOOD 21
#define MONSTER_PERMANENT_MARTYRS_SHIELD 22
#define MONSTER_PARALYSIS_RAY 23
#define MONSTER_DUMBFOUNDING_TOUCH 24
#define MONSTER_DISEASE_TOUCH 25
#define MONSTER_ABSORB_SPELLS 26
#define MONSTER_WEB_TOUCH 27
#define MONSTER_SLEEP_TOUCH 28
#define MONSTER_PARALYSIS_TOUCH 29
#define MONSTER_PETRIFICATION_TOUCH 30
#define MONSTER_ACID_TOUCH 31
#define MONSTER_BREATHES_SLEEP_CLOUDS 32
#define MONSTER_ACID_SPIT 33
#define MONSTER_SHOOTS_SPINES 34
#define MONSTER_DEATH_TOUCH 35
#define MONSTER_INVULNERABILITY 36
#define MONSTER_GUARD 37
/* Create Monsters/Fields */
#define MONSTER_NO_RADIATE 0
#define MONSTER_RADIATE_FIRE_FIELDS 1
#define MONSTER_RADIATE_ICE_FIELDS 2
#define MONSTER_RADIATE_SHOCK_FIELDS 3
#define MONSTER_RADIATE_ANTIMAGIC_FIELDS 4
#define MONSTER_RADIATE_SLEEP_FIELDS 5
#define MONSTER_RADIATE_STINKING_CLOUDS 6
//as said 7,8 and 9 are unused
#define MONSTER_SUMMON1 10 //5 percent chance
#define MONSTER_SUMMON2 11 //20 percent chance
#define MONSTER_SUMMON3 12 //50 percent chance
//as said 13 and 14 are unused
#define MONSTER_DEATH_TRIGGERS 15 //death triggers global special
/* Terrains Specials Properties : scenario.ter_types[i].special */ //complete
#define TER_SPEC_NONE 0
#define TER_SPEC_CHANGE_WHEN_STEP_ON 1
#define TER_SPEC_DOES_FIRE_DAMAGE 2
#define TER_SPEC_DOES_COLD_DAMAGE 3
#define TER_SPEC_DOES_MAGIC_DAMAGE 4
#define TER_SPEC_POISON_LAND 5
#define TER_SPEC_DISEASED_LAND 6
#define TER_SPEC_CRUMBLING_TERRAIN 7
#define TER_SPEC_LOCKABLE_TERRAIN 8
#define TER_SPEC_UNLOCKABLE_TERRAIN 9
#define TER_SPEC_UNLOCKABLE_BASHABLE 10
#define TER_SPEC_IS_A_SIGN 11
#define TER_SPEC_CALL_LOCAL_SPECIAL 12
#define TER_SPEC_CALL_SCENARIO_SPECIAL 13
#define TER_SPEC_IS_A_CONTAINER 14
#define TER_SPEC_WATERFALL 15
#define TER_SPEC_CONVEYOR_NORTH 16
#define TER_SPEC_CONVEYOR_EAST 17
#define TER_SPEC_CONVEYOR_SOUTH 18
#define TER_SPEC_CONVEYOR_WEST 19
#define TER_SPEC_BLOCKED_TO_MONSTERS 20
#define TER_SPEC_TOWN_ENTRANCE 21
#define TER_SPEC_CAN_BE_USED 22
#define TER_SPEC_CALL_SPECIAL_WHEN_USED 23
/*//stuff used in actions.cpp
//Startup button rects (also used in blades.cpp)
#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
#define SDF_IS_PARTY_SLIPT 304][0
#define SDF_PARTY_SPLIT_WHERE_PARTY_X 304][1
#define SDF_PARTY_SPLIT_WHERE_PARTY_Y 304][2
#define SDF_PARTY_SPLIT_PC 304][3
#define SDF_PARTY_SPLIT_TOWN 304][4 // for future use, hopefully
#define SDF_SKIP_STARTUP 305][4
#define SDF_LESS_SOUND 305][5
#define SDF_NO_TARGET_LINE 305][6
#define SFD_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_HIDDEN_MAP 308][0
#define SDF_LEGACY_SCENARIO 305][8*/ //0 is new scenario, 1 is legacy
/* Monsters Attitudes :
0 - Friendly, Docile
1 - Hostile, Type A
2 - Friendly, Will fight
3 - Hostile, Type B
*/
#endif