219 lines
5.3 KiB
C
219 lines
5.3 KiB
C
/*
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* consts.h
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* BoE
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*
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* Created by Celtic Minstrel on 13/04/09.
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*
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*/
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#ifndef _CONSTS_H
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#define _CONSTS_H
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/*
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This file contain numerous constans in form of #defines.
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Almost all of these constants cannot be changed because
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that would make the game work improperly.
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*/
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#define NUM_OF_PCS 6
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#define INVALID_PC NUM_OF_PCS
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#define INVALID_TOWN 200
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#define NUM_OF_BOATS 30
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#define NUM_OF_HORSES 30
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#define SFX_SMALL_BLOOD 1
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#define SFX_MEDIUM_BLOOD 2
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#define SFX_LARGE_BLOOD 4
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#define SFX_SMALL_SLIME 8
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#define SFX_BIG_SLIME 16
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#define SFX_ASH 32
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#define SFX_BONES 64
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#define SFX_RUBBLE 128
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/* stuff done flags */
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//#define SDF_IS_PARTY_SPLIT 304][0
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//#define SDF_PARTY_SPLIT_X 304][1
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//#define SDF_PARTY_SPLIT_Y 304][2
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//#define SDF_PARTY_SPLIT_PC 304][3
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//#define SDF_PARTY_SPLIT_TOWN 304][4 // for future use, hopefully
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#define SDF_PARTY_STEALTHY 305][0
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#define SDF_PARTY_FLIGHT 305][1
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#define SDF_PARTY_DETECT_LIFE 305][2
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#define SDF_PARTY_FIREWALK 305][3
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#define SDF_SKIP_STARTUP 305][4 // preferably deprecated
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#define SDF_LESS_SOUND 305][5
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#define SDF_NO_TARGET_LINE 305][6
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#define SDF_RESURRECT_NO_BALM 305][8
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#define SDF_HOSTILES_PRESENT 305][9
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#define SDF_NO_MAPS 306][0
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#define SDF_NO_SOUNDS 306][1
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#define SDF_NO_FRILLS 306][2
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#define SDF_ROOM_DESCS_AGAIN 306][3
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#define SDF_NO_INSTANT_HELP 306][4 // boolean
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#define SDF_NO_SHORE_FRILLS 306][5
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#define SDF_GAME_SPEED 306][6
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#define SDF_EASY_MODE 306][7
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#define SDF_LESS_WANDER_ENC 306][8
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#define SDF_NO_TER_ANIM 306][9
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/*
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[305]
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[6] is No targeting line (use if getting crashes)
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[5] is Fewer sounds (use if getting crashes)
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*/
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/* overall mode; some seem to be missing */
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enum eGameMode {
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MODE_OUTDOORS = 0,
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MODE_TOWN = 1,
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MODE_TALK_TOWN = 2, // looking for someone to talk
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MODE_TOWN_TARGET = 3, // spell target, that is
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MODE_USE_TOWN = 4,
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MODE_DROP_TOWN = 5,
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MODE_BASH_TOWN = 6, // unused
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MODE_COMBAT = 10,
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MODE_SPELL_TARGET = 11,
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MODE_FIRING = 12, // firing from bow or crossbow
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MODE_THROWING = 13, // throwing missle
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MODE_FANCY_TARGET = 14, // spell target, that is; I think it's for multitarget spells
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MODE_DROP_COMBAT = 15,
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MODE_TALKING = 20,
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MODE_SHOPPING = 21,
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MODE_LOOK_OUTDOORS = 35, // looking at something
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MODE_LOOK_TOWN = 36,
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MODE_LOOK_COMBAT = 37,
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MODE_STARTUP = 45,
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MODE_RESTING = 50,
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MODE_CUTSCENE = 51, // for future use
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};
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// Directions!
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enum eDirection {
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DIR_N = 0,
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DIR_NE = 1,
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DIR_E = 2,
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DIR_SE = 3,
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DIR_S = 4,
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DIR_SW = 5,
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DIR_W = 6,
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DIR_NW = 7,
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DIR_HERE = 8,
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};
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#ifndef DIR_ARRAY_DEF
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extern signed char dir_x_dif[9];
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extern signed char dir_y_dif[9];
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#endif
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inline eDirection& operator++ (eDirection& me,int){
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if(me == DIR_HERE) return me = DIR_N;
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else return me = (eDirection) (1 + (int) me);
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}
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//inline eDamageType operator + (eDamageType lhs, eDamageType rhs){
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// if(lhs == DAMAGE_MARKED || lhs == DAMAGE_NO_PRINT){
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// if(rhs != DAMAGE_MARKED && rhs != DAMAGE_NO_PRINT)
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// return (eDamageType) ((int)lhs + (int)rhs);
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// }else if(rhs == DAMAGE_MARKED || rhs == DAMAGE_NO_PRINT)
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// return (eDamageType) ((int)lhs + (int)rhs);
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// else{
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// int a = lhs, b = rhs, c = 0;
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// if(a > 30){
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// c += 30;
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// a -= 30;
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// if(b > 30) b -= 30;
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// else if(b > 10) b -= 10;
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// if(a == b) c += a;
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// else c += 4;
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// }else if(b > 30){
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// c += 30;
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// b -= 30;
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// if(a > 30) a -= 30;
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// else if(a > 10) a -= 10;
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// if(a == b) c += a;
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// else c += 4;
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// }else if(a > 10){
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// c += 10;
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// a -= 10;
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// if(b > 30){
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// b -= 30;
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// c += 20;
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// }else if(b > 10) b -= 10;
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// if(a == b) c += a;
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// else c += 4;
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// }else if(b > 10){
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// c += 10;
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// b -= 10;
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// if(a > 30){
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// a -= 30;
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// c += 20;
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// }else if(a > 10) a -= 10;
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// if(a == b) c += a;
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// else c += 4;
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// }
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// return (eDamageType) c; // this SHOULD guarantee a valid result...
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// }
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//}
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/* trap type */
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/* used in pc_record_type::runTrap(...) */
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enum eTrapType {
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TRAP_RANDOM = 0,
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TRAP_BLADE = 1,
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TRAP_DART = 2,
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TRAP_GAS = 3, // poisons all
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TRAP_EXPLOSION = 4, // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13).
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TRAP_SLEEP_RAY = 5, // TODO: Rename "Paralysis ray"
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TRAP_FALSE_ALARM = 6,
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TRAP_DRAIN_XP = 7,
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TRAP_ALERT = 8, // makes town hostile
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TRAP_FLAMES = 9, // damages all => uses trap_level (*5) to calculates damages.
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TRAP_DUMBFOUND = 10, //dumbfound all
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TRAP_DISEASE = 11,
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TRAP_DISEASE_ALL = 12,
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};
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//stuff used in blxactions.c
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//Startup button rects (also used in startup.c)
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#define STARTBTN_LOAD 0
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#define STARTBTN_NEW 1
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#define STARTBTN_ORDER 2
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#define STARTBTN_JOIN 3
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#define STARTBTN_CUSTOM 4
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//Shop rects
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#define SHOPRECT_WHOLE_AREA 0
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#define SHOPRECT_ACTIVE_AREA 1
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#define SHOPRECT_GRAPHIC 2
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#define SHOPRECT_ITEM_NAME 3
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#define SHOPRECT_ITEM_COST 4
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#define SHOPRECT_ITEM_EXTRA 5
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#define SHOPRECT_ITEM_HELP 6
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// Item button rects
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#define ITEMBTN_NAME 0
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#define ITEMBTN_USE 1
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#define ITEMBTN_GIVE 2
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#define ITEMBTN_DROP 3
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#define ITEMBTN_INFO 4
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#define ITEMBTN_SPEC 5 // Sell, Identify, or Enchant
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// PC button rects
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#define PCBTN_NAME 0
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#define PCBTN_HP 1
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#define PCBTN_SP 2
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#define PCBTN_INFO 3
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#define PCBTN_TRADE 4
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//Spell select
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#define SPELL_SELECT_NONE 0
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#define SPELL_SELECT_ACTIVE 1
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#define SPELL_SELECT_ANY 2
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//Spell refer
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#define SPELL_REFER 0
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#define SPELL_IMMED 1
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#define SPELL_TARGET 2
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#define SPELL_FANCY_TARGET 3
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#endif
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