git-svn-id: http://openexile.googlecode.com/svn/trunk@6 4ebdad44-0ea0-11de-aab3-ff745001d230
208 lines
5.8 KiB
C
208 lines
5.8 KiB
C
/*
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* consts.h
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* BoE
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*
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* Created by Seanachi Clappison Dillon 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_NO_INSTANT_HELP 306][4 // boolean
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/* overall mode; some seem to be missing */
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#define MODE_OUTDOORS 0
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#define MODE_TOWN 1
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#define MODE_TALK_TOWN 2 // looking for someone to talk
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#define MODE_TOWN_TARGET 3 // spell target, that is
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#define MODE_USE 4
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#define MODE_COMBAT 10
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#define MODE_SPELL_TARGET 11
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#define MODE_FIRING 12 // firing from bow or crossbow
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#define MODE_THROWING 13 // throwing missle
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#define MODE_FANCY_TARGET 14 // spell target, that is
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#define MODE_DROPPING 15
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#define MODE_TALKING 20
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#define MODE_SHOPPING 21
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#define MODE_LOOK_OUTDOORS 35 // looking at something
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#define MODE_LOOK_TOWN 36
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#define MODE_LOOK_COMBAT 37
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#define MODE_STARTUP 45
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#define MODE_REDRAW 50
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/* adven[i].main_status */ //complete
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#define MAIN_STATUS_ABSENT 0 // absent, empty slot
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#define MAIN_STATUS_ALIVE 1
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#define MAIN_STATUS_DEAD 2
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#define MAIN_STATUS_DUST 3
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#define MAIN_STATUS_STONE 4
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#define MAIN_STATUS_FLED 5
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#define MAIN_STATUS_SURFACE 6 // fled to surface?
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#define MAIN_STATUS_WON 7
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/* main status modifiers */
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#define MAIN_STATUS_SPLIT 10 // split from party
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/* adven[i].skills */ //complete
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#define SKILL_STRENGTH 0
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#define SKILL_DEXTERITY 1
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#define SKILL_INTELLIGENCE 2
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#define SKILL_EDGED_WEAPONS 3
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#define SKILL_BASHING_WEAPONS 4
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#define SKILL_POLE_WEAPONS 5
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#define SKILL_THROWN_MISSILES 6
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#define SKILL_ARCHERY 7
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#define SKILL_DEFENSE 8
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#define SKILL_MAGE_SPELLS 9
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#define SKILL_PRIEST_SPELLS 10
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#define SKILL_MAGE_LORE 11
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#define SKILL_ALCHEMY 12
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#define SKILL_ITEM_LORE 13
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#define SKILL_DISARM_TRAPS 14
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#define SKILL_LOCKPICKING 15
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#define SKILL_ASSASSINATION 16
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#define SKILL_POISON 17
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#define SKILL_LUCK 18
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/* adven[i].traits */ //complete
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#define TRAIT_TOUGHNESS 0
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#define TRAIT_MAGICALLY_APT 1
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#define TRAIT_AMBIDEXTROUS 2
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#define TRAIT_NIMBLE 3
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#define TRAIT_CAVE_LORE 4
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#define TRAIT_WOODSMAN 5
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#define TRAIT_GOOD_CONST 6
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#define TRAIT_HIGHLY_ALERT 7
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#define TRAIT_STRENGTH 8
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#define TRAIT_RECUPERATION 9
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#define TRAIT_SLUGGISH 10
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#define TRAIT_MAGICALLY_INEPT 11
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#define TRAIT_FRAIL 12
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#define TRAIT_CHRONIC_DISEASE 13
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#define TRAIT_BAD_BACK 14
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/* adven[i].race */ //complete
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#define RACE_HUMAN 0
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#define RACE_NEPHIL 1
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#define RACE_SLITH 2
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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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#define STATUS_POISONED_WEAPON 0
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#define STATUS_BLESS 1
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#define STATUS_POISON 2
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#define STATUS_HASTE 3
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#define STATUS_INVULNERABLE 4
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#define STATUS_MAGIC_RESISTANCE 5
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#define STATUS_WEBS 6
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#define STATUS_DISEASE 7
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#define STATUS_INVISIBLE 8 //sanctuary
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#define STATUS_DUMB 9
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#define STATUS_MARTYRS_SHIELD 10
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#define STATUS_ASLEEP 11
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#define STATUS_PARALYZED 12
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#define STATUS_ACID 13
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/* damage type*/
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/* used as parameter to some functions */
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#define DAMAGE_WEAPON 0
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#define DAMAGE_FIRE 1
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#define DAMAGE_POISON 2
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#define DAMAGE_MAGIC 3
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#define 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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#define DAMAGE_COLD 5
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#define DAMAGE_UNDEAD 6 //from the source files - the display is the same as the weapon one
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#define DAMAGE_DEMON 7 //from the source files - the display is the same as the weapon one
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// 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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#define DAMAGE_MARKED 10 // usage: DAMAGE_MARKED + damage_type
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#define DAMAGE_NO_PRINT 30 // usage: DAMAGE_NO_PRINT + damage_type
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/* trap type */
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/* used in pc_record_type::runTrap(...) */
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#define TRAP_RANDOM 0
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#define TRAP_BLADE 1
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#define TRAP_DART 2
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#define TRAP_GAS 3 // poisons all
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#define 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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#define TRAP_SLEEP_RAY 5
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#define TRAP_FALSE_ALARM 6
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#define TRAP_DRAIN_XP 7
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#define TRAP_ALERT 8 // makes town hostile
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#define TRAP_FLAMES 9 // damages all => uses trap_level (*5) to calculates damages.
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#define TRAP_DUMBFOUND 10 //dumbfound all
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#define TRAP_DISEASE 11
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#define TRAP_DISEASE_ALL 12
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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 |