4238 lines
104 KiB
C
4238 lines
104 KiB
C
#ifndef __DEFS_H
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#define __DEFS_H
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//#include "findleak.h"
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// MACROS
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#define MAXOF(a,b) (a > b ? a : b)
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#define MINOF(a,b) (a < b ? a : b)
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#define OB1(o,one,many) (o->amt == 1) ? one : many
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#define OBS1(o) (o->amt == 1) ? "s" : ""
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#define OBNOS1(o) (o->amt == 1) ? "" : "s"
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// #define PRACTICETIME 15 // #attempts it takes to learn new weapon skill
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// Probabilities
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#define ONEIN_FOUNTAINDRYUP 3
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#define PCTCH_PILLAR 5
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// Text
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#define TEXT_WARN_ATTACK_NOXP "You will not gain experience until you train. Really attack?"
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#define TEXT_WARN_CLIMB "Really attempt to climb without Climbing skill?"
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#define TEXT_WARN_FLY "Warning: while airborne you will not map your surroundings."
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#define TEXT_WARN_MUTABLE "(you can now gain attributes by eating corpses)"
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#define TEXT_WARN_NOXP_GOODVSPEACEFUL "Warning: Only Evil players gain XP for peaceful kills."
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// Defaults
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#define DEF_AIFOLLOWTIME (50) // if target lf is out of view
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#define DEF_BURNTIMEMIN (3)
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#define DEF_BURNTIMEMAX (6)
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// for this many turns, abandon chase
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//#define DEF_ANIMDELAY (1000000 / 50) // 1/100 of a second
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#define DEF_ANIMDELAY (1000000 / 25) // 1/50 of a second
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#define DEF_RESTHEALTIME (3)
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#define DEF_SCREENW 80
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#define DEF_SCREENH 24
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#define DEF_RAGETIME 10
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//#define DEF_SHOPIDENTPRICE (50) // cost to identify a just-purchased item
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#define DEF_VAULTMARGIN (3)
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#define DEF_VISRANGE (9)
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// Map building defaults
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#define DEF_LOOPPCT 95
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#define DEF_SPARSENESS 20
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#define DEF_TURNPCT 40
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#define DEF_WINDOWPCT 5
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#define DEF_WARNINGTIME 20
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// lifeform defaults
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#define DEF_HITDICE "1d4"
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// unicode chars
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#define UNI_SOLID 0x2588
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#define UNI_SHADELIGHT 0x2591
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#define UNI_SHADEMED 0x2592
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#define UNI_SHADEDARK 0x2593
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//#define UNI_SOLID '#'
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// getrandomemptycell() params
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#define WE_WALKABLE 1
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#define WE_EMPTY 2
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#define WE_PORTAL 3
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#define WE_NOTWALL 4
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#define WE_NOLF 5
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#define WE_SOLID 6
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// Booleans
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#define B_FALSE (0)
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#define B_TRUE (-1)
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#define B_MAYBE (-2)
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#define B_FORCE (-2)
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#define B_ONPURPOSE (-1)
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#define B_CHANGEDIR (-1)
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#define B_VIS (1)
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#define B_UNKNOWN (0)
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#define B_NOVIS (-1)
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#define B_KEEPLOF (-1)
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#define B_MALE (0)
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#define B_FEMALE (-1)
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#define B_MAYCHASE (-1)
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#define B_NODOORS (0)
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#define B_DONTKILL (-1)
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#define B_APPENDYOU (-1)
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#define B_SPLATTER (-1)
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#define B_FROMINJURY (-2)
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#define B_KEEPDIR (-2)
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#define B_VERT (0)
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#define B_HORZ (1)
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//#define B_TEMP (-1)
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//#define B_PERM (-2)
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//#define B_NOT (-3)
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#define B_DIEONFAIL (-1)
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#define B_BLUNTONFAIL (-2)
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#define B_COVETS (-1)
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#define B_ANY (0)
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#define B_SINGLE (0)
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#define B_MULTI (-1)
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#define B_MULTIPLE (-1)
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#define B_NOOBS (0)
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#define B_WITHOBS (-1)
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#define B_UNKNOWN (0)
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#define B_KNOWN (-1)
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#define B_TRIED (1)
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#define B_NOBADMOVES (0)
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#define B_BADMOVESOK (1)
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#define B_NOSTACK (0)
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#define B_STACK (-1)
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#define B_STACKOK (-1)
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#define NOOWNER (NULL)
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#define NOLOC (NULL)
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#define NOOB (NULL)
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#define B_NOTSOLID (0)
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#define B_EMPTY (0)
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#define B_SOLID (-1)
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#define B_OPAQUE (0)
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#define B_TRANSPARENT (-1)
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#define B_TRANS (-1)
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#define B_ALLOWEXPAND (-1)
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#define B_NOEXPAND (0)
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#define B_IFACTIVATED (-1)
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#define B_ALWAYS (-2)
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#define B_IFNOTBLESSED (-3)
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#define B_BIG (-1)
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// Limits
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// must be >= max # of spells/abilities AND
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// >= max # of cells on the map
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#define MAXCANDIDATES 2048
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#define MAXCHOICES 400
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#define MAXDEPTH 25 // max dungeon depth
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#define MAXDIR_ORTH 4
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#define MAXDIR_COMPASS 8
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#define MAXFLAGS 500
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#define MAXFOLLOWLFS 15 // max # of lfs who will follow you up/down stairs
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#define MAXHISTORY 20 // max lines of history to keep
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#define MAX_MAPW 80
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#define MAX_MAPH 30
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#define MAXPILEOBS 52
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#define MAXRANDOMOBCANDIDATES 100
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#define MAXRANDOMLFCANDIDATES 100
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#define MAXRETCELLS 80
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#define MAXSPELLLEV 6
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#define MAXVISRANGE 10 // max visible range in full light
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#define MAXVISLIMIT (MAXVISRANGE*20)
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#define MAX_EYEADJ 20
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#define MINCLEARINGRADIUS 2
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#define MAXCLEARINGRADIUS 5
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#define MAX_ATTRIBVAL 100
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#define MAXMAPROOMS 80
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#define MINROOMS 5
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#define MAXROOMS 10
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#define MIN_ROOMH 4
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#define MIN_ROOMW 4
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#define MAX_ROOMW (MAX_MAPW / 3)
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#define MAX_ROOMH (MAX_MAPH / 3)
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// askobject options
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#define AO_NONE 0
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#define AO_INCLUDENOTHING 1
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#define AO_ONLYEQUIPPED 2
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#define AO_EDIBLE 4
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#define AO_NOTIDENTIFIED 8
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#define AO_WEARABLE 16
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#define AO_OPERABLE 32
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#define AO_POURABLE 64
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#define AO_EQUIPPEDNONWEAPON 128
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#define AO_WEILDABLE 256
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#define AO_SPECIFIED 512
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#define AO_READABLE 1024
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#define AO_ARMOUR 2048
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#define AO_NOTKNOWN 4096
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#define AO_DAMAGED 8192
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#define AO_DRINKABLE 16384
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// askcoords target types
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#define TT_NONE 0
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#define TT_MONSTER 1
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#define TT_OBJECT 2
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#define TT_DOOR 4
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#define TT_PLAYER 8
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#define TT_ALLY 16
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#define TT_IMPASSABLE 32
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// target requirements
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#define TR_NONE 0
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#define TR_NEEDLOS 1
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#define TR_NEEDLOF 2
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// CONTROLLERS
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#define C_AI 0
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#define C_PLAYER 1
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// speeds
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#define SP_GODLIKE 1
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#define SP_ULTRAFAST 5
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#define SP_VERYFAST 10
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#define SP_FAST 15
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#define SP_NORMAL 20
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#define SP_SLOW 25
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#define SP_VERYSLOW 30
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#define SP_ULTRASLOW 35
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#define SP_SLOWEST 40
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#define SPEEDUNIT 5
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// experience
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#define SKILLXPPERPOINT 150
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// speed settings (lower is faster)
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#define SPEED_ATTACK SP_NORMAL
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#define SPEED_DEAD 50
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#define SPEED_ACTION SP_NORMAL
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#define SPEED_MOVE SP_NORMAL
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#define SPEED_DROP SP_ULTRAFAST
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#define SPEED_PICKUP SP_ULTRAFAST
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#define SPEED_THROW SP_FAST
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#define SPEED_WAIT SP_NORMAL
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#define SPEED_READ SP_NORMAL
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#define SPEED_DRINK SP_FAST
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// DIRECTION TYPES
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#define DT_ORTH 0
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#define DT_COMPASS 1
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// DIRECTIONS
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#define D_NONE -1
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#define D_UNKNOWN -2
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#define D_ALL -3
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// Orthogonal directions
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#define D_N 0
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#define D_E 1
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#define D_S 2
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#define D_W 3
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// Compass directions
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#define DC_N 4
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#define DC_NE 5
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#define DC_E 6
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#define DC_SE 7
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#define DC_S 8
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#define DC_SW 9
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#define DC_W 10
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#define DC_NW 11
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// altitude directions
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#define D_UP 12
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#define D_DOWN 13
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#define D_IN 14
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#define MAXDIR_MAP 15
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// relative directions
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enum RELATIVEDIR {
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RD_FORWARDS,
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RD_BACKWARDS,
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RD_SIDEWAYS,
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};
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enum REGIONNAMEFORMAT {
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RF_SHORT, // %s
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RF_WITHLEVEL, // %s (L%d)
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RF_LONG, // on level %d of %s
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};
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enum TURNDIR {
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TD_RIGHT,
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TD_LEFT
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};
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enum TRADEINFOTYPE {
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TI_SKILL,
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TI_SPELL,
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};
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enum SHOPACTION {
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SA_BUY,
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SA_SELL,
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};
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///////////////////////////////////////
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// STRINGS
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///////////////////////////////////////
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// String buffer lengths
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#define BUFLENTINY 10
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#define BUFLENSMALL 64
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#define BUFLEN 256
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#define BIGBUFLEN 512
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#define HUGEBUFLEN 1024
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#define MAXPNAMELEN 12 // max player name length
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// file i/o
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#define DATADIR "data"
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#define SAVEDIR "data"
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#define VAULTDIR "data/vaults"
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// rank, score, name, job, killer
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#define HISCOREFORMAT "%-4s%-7s%-10s%-23s"
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// game strings
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#define MORESTRING "--More--"
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#define MSGMORESTRING "^n--More--"
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#define SOLDOUTSTRING "--SOLD OUT--"
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// COMMAND CHARACTERS
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#define CH_TURN_W (8) // ctrl-h
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#define CH_TURN_N (10) // ctrl-j
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#define CH_TURN_S (11) // ctrl-k
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#define CH_TURN_E (12) // ctrl-l
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#define CH_TURN_NW (25) // ctrl-y
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#define CH_TURN_NE (21) // ctrl-u
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#define CH_TURN_SW (2) // ctrl-b
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#define CH_TURN_SE (14) // ctrl-n
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#define CH_HISTORY (16) // ctrl-p
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#define CH_BREAK (3) // ctrl-c
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// SPECIAL NUMBERS/CONSTANTS
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#define DUMMYCELLTYPE 0xabcd
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#define UNLIMITED (-9876)
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#define ALL (-9875)
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#define NA (-9874)
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#define NOBODY (-1)
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#define ALLCONFERRED (-9873)
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#define PCT (65432) // must be POSITIVE
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#define RANDOM (-2610)
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#define AUTO (-7654)
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#define HEAVYWEPKG (5)
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// how quickly the game clock increments
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// 1 = roughly 30 secs per turn
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#define TIMECONST (3)
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// hunger constant - this is how many turns
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// it will take to go from 'normal' to 'peckish' etc
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// ... try to make this roughly 4 hours (check TIMECONST.
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#define HUNGERCONST 500
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#define STAMREGEN (0.3) // base amount of stamina to regain each turn
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#define STAMTOATTACK ((float)STAMREGEN+0.2) // base amount of stamina to attack
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// Time periods
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#define TM_DRUNKTIME (10) // how long it takes for alcohol to wear off
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#define TM_WETTIME (10) // how long it takes for things to dry
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#define TM_SCENT (30) // how long scents take to fade
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#define TM_FOOTPRINT (35) // how long footprints take to fade
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// object conditions for random objects
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#define RO_NONE 0
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#define RO_DAMTYPE 1
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#define RO_OBCLASS 2
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#define RO_HOLDABLE 3
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// flag lifetimes
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#define PERMENANT (-9873)
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#define FROMSPELL (-9863)
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#define FROMPOISON (-9862)
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// flag lifetimes - external sources (ie. don't kill them)
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#define FROMEXTERNAL_HIGH (-7000)
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#define FROMRACE (-7872)
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#define FROMJOB (-7871)
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#define FROMOBEQUIP (-7870)
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#define FROMOBHOLD (-7869)
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#define FROMOBACTIVATE (-7868)
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#define FROMMAT (-7867)
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#define FROMBLESSING (-9866)
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#define FROMBRAND (-7865)
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#define FROMOBMOD (-7864)
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#define FROMSKILL (-7863)
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#define FROMGODGIFT (-7862)
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#define FROMEXTERNAL_LOW (-7999)
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#define LEVABILITYDONE (-8000)
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#define IFKNOWN (-9772) // used by f_xxconfer. only confer a flag if item is known.
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#define IFACTIVE (-9771) // used by f_prodeuceslight. only does so if object is activated
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// Misc constants
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#define ANYROOM (-9770)
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#define FALLTHRU (-8765) // for walkdambp
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#define TICK_INTERVAL (20)
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#define DAYSECS (86400) // # seconds in a day
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// ncurses colours
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#define C_NONE (-1)
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enum COLOUR {
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C_RANDOM = -1,
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C_BLACK = 0,
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C_RED = 1,
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C_GREEN = 2,
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C_BROWN = 3,
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C_BLUE = 4,
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C_MAGENTA = 5,
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C_CYAN = 6,
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C_GREY = 7,
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// bolded colours
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C_YELLOW = 8,
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C_WHITE = 9,
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C_BOLDCYAN = 10,
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C_BOLDBLUE = 11,
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C_BOLDMAGENTA = 12,
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C_ORANGE = 13,
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C_BOLDGREEN = 14,
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C_DARKGREY = 15,
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};
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#define C_FIRST C_RED
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#define C_LAST C_DARKGREY
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#define BLACKBG 0
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#define BLUEBG 16
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#define GREENBG 32
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#define REDBG 48
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enum CASTTYPE {
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CT_NORMAL = 0,
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CT_GAZE,
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CT_EYESPIT
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};
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enum DRAINTYPE {
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DR_NONE = 0,
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DR_FROMBITE,
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DR_FROMWEP
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};
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enum GODANGERREASON {
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GA_ATTACKALLY,
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GA_ATTACKHELPLESS, // attacked someone who was sleeping etc
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GA_ATTACKOBJECT, // attacked or broke an object
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GA_ASSAULT, // attacked someone peaceful
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GA_COWARD, // acted in a cowardly manner
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GA_EAT, // ate something the god doesn't like
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GA_HERESY, // blessed or cursed an object
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GA_MERCY, // allowed something to flee
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GA_MONEY, // paid money to someone
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GA_MURDER, // killed someone peaceful
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GA_POISON, // used poison
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GA_PRAY, // pestering through constant prayer
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GA_RACE, // prayed while a hated race.
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GA_SPELL, // cast a spell from the wrong school
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GA_GODSTONE, // picked up this god's godstone
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};
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enum NOISECLASS {
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NC_NONE = 0,
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NC_MOVEMENT = 1,
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NC_SPEECH = 2,
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NC_FIGHTING = 3,
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NC_OTHER = 4,
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};
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enum QUADRANT {
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Q_NONE = -1,
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Q_NNE = 0,
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Q_ENE = 1,
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Q_ESE = 2,
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Q_SSE = 3,
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Q_SSW = 4,
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Q_WSW = 5,
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Q_WNW = 6,
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Q_NNW = 7,
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};
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enum SAYPHRASE {
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SP_ALLY_ATTACK,
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SP_ALLY_ATTACKUNSEEN,
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SP_ALLY_INPAIN,
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SP_ALLY_TARGETKILL,
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SP_BEG,
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SP_BEGATTACK,
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SP_BEGTHANKS,
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SP_DIE,
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SP_DRUNK,
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SP_MERCYACCEPT,
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SP_INFO_ACCEPT,
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SP_INFO_ASKPRICE,
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SP_INFO_REFUSE,
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SP_INFO_REFUSE_AGAIN,
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SP_INFO_DECLINE_WONTPAY,
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SP_PAYWARN,
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SP_PAYTHREAT,
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SP_PAYTHANKS,
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SP_RECRUIT_ACCEPT,
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SP_RECRUIT_ASKPRICE,
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SP_RECRUIT_DECLINE,
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SP_RECRUIT_DECLINE_CANTPAY,
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SP_RECRUIT_DECLINE_WONTPAY,
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SP_ROBBED,
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SP_SORRY,
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SP_THANKS,
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SP_TRADEINFO_ACCEPT,
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SP_TRADEINFO_CANCEL,
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SP_TRADEINFO_DECLINE_ALREADYDONE,
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SP_TRADEINFO_DECLINE_OTHERBAD,
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SP_TRADEINFO_DECLINE_PLAYERBAD,
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};
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enum SPEECHVOL {
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SV_SILENT = 0,
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SV_WHISPER = 1,
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SV_TALK = 2,
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SV_SHOUT = 3,
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SV_CAR = 4,
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SV_TRUCK = 5,
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SV_PLANE = 6,
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};
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|
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enum SKILL {
|
|
SK_NONE = 0,
|
|
SK_ARMOUR = 1,
|
|
SK_ATHLETICS,
|
|
SK_BACKSTAB,
|
|
SK_CARTOGRAPHY,
|
|
SK_CHANNELING,
|
|
SK_CLIMBING,
|
|
SK_COOKING,
|
|
SK_EVASION,
|
|
SK_FIRSTAID,
|
|
SK_LISTEN,
|
|
SK_LOCKPICKING,
|
|
SK_METALWORK,
|
|
SK_PERCEPTION,
|
|
SK_RANGED,
|
|
SK_SEWING,
|
|
SK_SHIELDS,
|
|
SK_SPEECH,
|
|
SK_STEALTH,
|
|
SK_SWIMMING,
|
|
SK_TECHUSAGE,
|
|
SK_THIEVERY,
|
|
SK_THROWING,
|
|
SK_TRAPS,
|
|
SK_TWOWEAPON,
|
|
// knowledge
|
|
SK_LORE_ARCANA,
|
|
SK_LORE_DEMONS,
|
|
SK_LORE_DRAGONS,
|
|
SK_LORE_HUMANOID,
|
|
SK_LORE_NATURE,
|
|
SK_LORE_UNDEAD,
|
|
// weaponry
|
|
SK_AXES,
|
|
SK_CLUBS,
|
|
SK_EXOTICWEPS,
|
|
SK_LONGBLADES,
|
|
SK_POLEARMS,
|
|
SK_SHORTBLADES,
|
|
SK_STAVES,
|
|
SK_UNARMED,
|
|
// spell schools
|
|
SK_SS_ALLOMANCY,
|
|
SK_SS_MENTAL,
|
|
SK_SS_NATURE,
|
|
SK_SS_AIR,
|
|
SK_SS_DEATH,
|
|
SK_SS_DIVINATION,
|
|
SK_SS_ENCHANTMENT,
|
|
SK_SS_FIRE,
|
|
SK_SS_COLD,
|
|
SK_SS_GRAVITY,
|
|
SK_SS_LIFE,
|
|
SK_SS_MODIFICATION,
|
|
SK_SS_SUMMONING,
|
|
SK_SS_TRANSLOCATION,
|
|
SK_SS_WILD,
|
|
};
|
|
#define MAXSKILLS 54
|
|
|
|
// proficiency levels
|
|
enum SKILLLEVEL {
|
|
PR_INEPT = 0,
|
|
PR_NOVICE = 1,
|
|
PR_BEGINNER = 2,
|
|
PR_ADEPT = 3,
|
|
PR_SKILLED = 4,
|
|
PR_EXPERT = 5,
|
|
PR_MASTER = 6,
|
|
};
|
|
#define MAXSKILLLEVEL 7
|
|
|
|
|
|
enum GAMEMODE {
|
|
GM_FIRST,
|
|
GM_INIT,
|
|
GM_VALIDATION,
|
|
GM_LOADING,
|
|
GM_LOADED,
|
|
GM_CHARGEN,
|
|
GM_GAMESTARTED,
|
|
GM_GAMEOVER,
|
|
GM_CLEANUP,
|
|
};
|
|
|
|
enum WINGAMETYPE {
|
|
WT_NONE = 0,
|
|
WT_GOD,
|
|
WT_DEMIGOD,
|
|
};
|
|
|
|
enum ATTRIB {
|
|
A_NONE = -1,
|
|
A_STR = 0,
|
|
A_AGI = 1,
|
|
A_WIS = 2,
|
|
A_IQ = 3,
|
|
A_CON = 4,
|
|
A_CHA = 5,
|
|
};
|
|
#define MAXATTS 6
|
|
|
|
enum CHECKTYPE {
|
|
SC_STR,
|
|
SC_DEX,
|
|
SC_IQ,
|
|
SC_CON,
|
|
SC_CHA,
|
|
SC_WIS,
|
|
//////////
|
|
SC_CLIMB,
|
|
SC_DISARM,
|
|
SC_DODGE,
|
|
SC_SHIELDBLOCK,
|
|
SC_FALL,
|
|
SC_SLIP,
|
|
SC_LEARNMAGIC,
|
|
SC_LISTEN,
|
|
SC_MORALE,
|
|
SC_OPENLOCKS,
|
|
SC_POISON,
|
|
SC_RESISTMAG,
|
|
SC_SEARCH,
|
|
SC_SPEECH,
|
|
SC_STEAL,
|
|
SC_STEALTH,
|
|
SC_TUMBLE,
|
|
SC_WILL,
|
|
};
|
|
|
|
enum BURDENED {
|
|
BR_NONE = 0,
|
|
BR_BURDENED = 1,
|
|
BR_STRAINED = 2,
|
|
BR_OVERLOADED = 3,
|
|
};
|
|
|
|
enum HELPLESSTYPE {
|
|
HL_NONE = 0,
|
|
HL_CANTSEE = 1,
|
|
HL_FLEEING = 2,
|
|
};
|
|
|
|
|
|
enum LFCONDITION {
|
|
C_DEAD = 0,
|
|
C_CRITICAL = 1,
|
|
C_SERIOUS = 2,
|
|
C_WOUNDED = 3,
|
|
C_HURT = 4,
|
|
C_HEALTHY = 5,
|
|
};
|
|
|
|
enum SENSE {
|
|
S_HEARING,
|
|
S_SIGHT,
|
|
S_SMELL,
|
|
S_TASTE,
|
|
S_TOUCH,
|
|
};
|
|
|
|
|
|
enum FLAGCONDITION {
|
|
FC_NOCONDITION = 0,
|
|
FC_IFPLAYER,
|
|
FC_IFMONSTER,
|
|
};
|
|
|
|
enum MSGCHARCOL {
|
|
CC_VBAD,
|
|
CC_BAD,
|
|
CC_NORMAL,
|
|
CC_GOOD,
|
|
CC_VGOOD,
|
|
};
|
|
|
|
|
|
enum MODTYPE {
|
|
M_PCT,
|
|
M_VAL,
|
|
};
|
|
|
|
|
|
|
|
// line of fire args
|
|
enum LOFTYPE {
|
|
LOF_DONTNEED = 0,
|
|
LOF_WALLSTOP = 2,
|
|
LOF_LFSSTOP = 4,
|
|
LOF_NEED = 6, // walls AND lfs block
|
|
};
|
|
|
|
// Cell types
|
|
enum CELLTYPE {
|
|
CT_NONE = 0,
|
|
// walls
|
|
CT_WALL,
|
|
CT_WALLBRICK,
|
|
CT_WALLDIRT,
|
|
CT_WALLFLESH,
|
|
CT_WALLGLASS,
|
|
CT_WALLMETAL,
|
|
CT_WALLWOOD,
|
|
// empty
|
|
CT_CORRIDOR,
|
|
CT_DIRT,
|
|
CT_VILLAGEGROUND,
|
|
CT_FAKE,
|
|
CT_FLOORFLESH,
|
|
CT_FLOORCARPET,
|
|
CT_FLOORSHOP,
|
|
CT_FLOORTILE,
|
|
CT_FLOORWOOD,
|
|
CT_GRASS,
|
|
CT_LOOPCORRIDOR,
|
|
CT_LOWFLOOR,
|
|
CT_VLOWFLOOR,
|
|
};
|
|
|
|
enum SPELLSCHOOL {
|
|
SS_NONE,
|
|
SS_DIVINE,
|
|
SS_ABILITY,
|
|
SS_ALLOMANCY,
|
|
SS_AIR,
|
|
SS_DEATH,
|
|
SS_DIVINATION,
|
|
SS_ENCHANTMENT,
|
|
SS_FIRE,
|
|
SS_COLD,
|
|
SS_GRAVITY,
|
|
SS_LIFE,
|
|
SS_MODIFICATION,
|
|
SS_MENTAL,
|
|
SS_NATURE,
|
|
SS_SUMMONING,
|
|
SS_TRANSLOCATION,
|
|
SS_WILD,
|
|
SS_LAST,
|
|
};
|
|
|
|
enum ATTRBRACKET {
|
|
AT_RANDOM = -99,
|
|
AT_EXLOW = -4,
|
|
AT_VLOW = -3,
|
|
AT_LOW = -2,
|
|
AT_LTAVERAGE = -1,
|
|
AT_AVERAGE = 0,
|
|
AT_GTAVERAGE = 1,
|
|
AT_HIGH = 2,
|
|
AT_VHIGH = 3,
|
|
AT_EXHIGH = 4,
|
|
};
|
|
|
|
#define IQ_MINDLESS AT_EXLOW
|
|
#define IQ_ANIMAL AT_VLOW
|
|
|
|
// damage type
|
|
enum DAMTYPE {
|
|
DT_ALL = -1,
|
|
DT_PIERCE = 0,
|
|
DT_SLASH = 1,
|
|
DT_FIRE = 2,
|
|
DT_COLD = 3,
|
|
DT_BASH = 4,
|
|
DT_BITE = 5,
|
|
DT_CHOP = 6,
|
|
DT_PROJECTILE = 7,
|
|
DT_HOLY = 8,
|
|
DT_WATER = 9,
|
|
DT_ACID = 10,
|
|
DT_MELT = 11,
|
|
DT_DIRECT = 12, // eg. from f_obhpdrain flag
|
|
DT_ELECTRIC = 13,
|
|
DT_EXPLOSIVE = 14,
|
|
DT_DECAY = 15,
|
|
DT_MAGIC = 16,
|
|
DT_TOUCH = 17,
|
|
DT_POISONGAS = 18,
|
|
DT_UNARMED = 19,
|
|
DT_LIGHT = 20,
|
|
DT_CRUSH = 21,
|
|
DT_FALL = 22,
|
|
DT_PETRIFY = 23,
|
|
DT_POISON = 24,
|
|
DT_NECROTIC = 25,
|
|
DT_SONIC = 26,
|
|
DT_HEAT = 27,
|
|
DT_NONE = 28, // for direclty dealt damage, not really any type
|
|
};
|
|
#define MAXDAMTYPE 29
|
|
|
|
// Object Classes
|
|
enum OBCLASS {
|
|
OC_NONE,
|
|
OC_ABILITY,
|
|
OC_ARMOUR,
|
|
OC_BOOK,
|
|
OC_BUILDING,
|
|
OC_CORPSE,
|
|
OC_DFEATURE,
|
|
OC_EFFECT,
|
|
OC_FLORA,
|
|
OC_FOOD,
|
|
OC_FURNITURE,
|
|
OC_GODSTONE,
|
|
OC_MISC,
|
|
OC_MISSILE,
|
|
OC_MONEY,
|
|
OC_POTION,
|
|
OC_RING,
|
|
OC_ROCK,
|
|
OC_SCROLL,
|
|
OC_TECH,
|
|
OC_TERRAIN,
|
|
OC_TOOLS,
|
|
OC_TRAP,
|
|
OC_SPELL,
|
|
OC_WAND,
|
|
OC_WEAPON,
|
|
OC_NULL = -999
|
|
};
|
|
|
|
enum BLESSTYPE {
|
|
B_UNCURSED = 0,
|
|
B_BLESSED = 1,
|
|
B_CURSED = -1
|
|
};
|
|
|
|
#define RARITYVARIANCELF (1)
|
|
#define RARITYVARIANCEOB (10)
|
|
|
|
enum RARITY {
|
|
RR_UNIQUE = 7,
|
|
RR_NEVER = 6,
|
|
RR_VERYRARE = 5,
|
|
RR_RARE = 4,
|
|
RR_UNCOMMON = 3,
|
|
RR_COMMON = 2,
|
|
RR_FREQUENT = 1,
|
|
RR_NONE = 0,
|
|
};
|
|
|
|
// for genericising weapons, etc
|
|
enum GOODNESS {
|
|
G_NA = 0,
|
|
G_AVERAGE,
|
|
G_GOOD,
|
|
G_GREAT,
|
|
G_EXCELLENT,
|
|
};
|
|
|
|
enum RACECLASS {
|
|
RC_ANY, // not actually ever defined
|
|
RC_ANIMAL,
|
|
RC_AQUATIC,
|
|
RC_DEMON,
|
|
RC_DRAGON,
|
|
RC_GOD,
|
|
RC_HUMANOID,
|
|
RC_INSECT,
|
|
RC_SLIME,
|
|
RC_MAGIC,
|
|
RC_OTHER,
|
|
RC_PLANT,
|
|
RC_UNDEAD,
|
|
};
|
|
|
|
#define R_GODFIRST R_GODPURITY
|
|
#define MAXGODS 9
|
|
|
|
enum RACE {
|
|
R_NONE = 0,
|
|
R_RANDOM, R_SPECIFIED,
|
|
// unique monstesr
|
|
R_JAILER,
|
|
// playable races
|
|
R_ASHKARI,
|
|
R_AVIAD,
|
|
R_CYBORG,
|
|
R_DWARF,
|
|
R_ELF,
|
|
R_HUMAN,
|
|
R_MAMMOAN,
|
|
// human monsters
|
|
R_BANDITLDR,
|
|
R_BANDIT,
|
|
R_BEGGAR,
|
|
R_DRUNK,
|
|
R_PRISONER,
|
|
R_TOWNGUARD,
|
|
// gods
|
|
R_GODPURITY, // amberon - R_FIRSTGOD
|
|
R_GODTHIEVES, // felix
|
|
R_GODDEATH, // hecta
|
|
R_GODFIRE, // klikirak
|
|
R_GODLIFE, // glorana
|
|
R_GODMERCY, // yumi
|
|
R_GODNATURE, // ekrub
|
|
R_GODBATTLE, // bjorn
|
|
R_GODMAGIC, // lumara
|
|
// monsters
|
|
R_BEHOLDER,
|
|
R_BUGBEAR,
|
|
R_COCKATRICE,
|
|
R_CREEPINGCLAW,
|
|
R_CRYMIDIA,
|
|
R_DARKMANTLE,
|
|
R_EYEBAT,
|
|
R_GIANTHILL,
|
|
R_GIANTFIRE,
|
|
R_GIANTFIREFC,
|
|
R_GIANTFIRETITAN,
|
|
R_GNOLL,
|
|
R_GNOLLHM,
|
|
R_GOBLIN,
|
|
R_GOBLINR,
|
|
R_GOBLINS,
|
|
R_GOBLINHEXER,
|
|
R_GOBLINKING,
|
|
R_GOBLINWAR,
|
|
R_GOBLINSHOOTER,
|
|
R_GREMLIN,
|
|
R_HOBGOBLIN,
|
|
R_HOBGOBLINWAR,
|
|
R_KOBOLD,
|
|
R_LEPRECHAUN,
|
|
R_LIZARDMAN,
|
|
R_MINOTAUR,
|
|
R_OGRE,
|
|
R_OGREWARHULK,
|
|
R_OOZEGREY,
|
|
R_ORCB,
|
|
R_ORC,
|
|
R_ORCGREY,
|
|
R_ORCGRAND,
|
|
R_ORCN,
|
|
R_ORK,
|
|
R_PEGASUS,
|
|
R_POLTERGEIST,
|
|
R_PRIMALFIRE,
|
|
R_PRIMALFIREL,
|
|
R_PRIMALSTONE,
|
|
R_PRIMALSTONEL,
|
|
R_SANDMAN,
|
|
R_SATYR,
|
|
R_SHADOWCAT,
|
|
R_SINKMITE,
|
|
R_SKOOB,
|
|
R_SPRITEFIRE,
|
|
R_SPRITEGRAVE,
|
|
R_SPRITEICE,
|
|
R_TRICLOPS,
|
|
R_TROGLODYTE,
|
|
R_TROLL,
|
|
R_TROLLSNOW,
|
|
R_VAMPIRE,
|
|
R_XAT,
|
|
// fish
|
|
R_CRAB,
|
|
R_MERLOCH,
|
|
R_PIRANHA,
|
|
R_PIRANHAKING,
|
|
R_EELELEC,
|
|
R_EELGIANT,
|
|
// plants
|
|
R_CACTUS,
|
|
R_IVYRAPID,
|
|
R_FUNGUSDREAM,
|
|
R_FUNGUSRAGE,
|
|
R_NUTTER,
|
|
R_SAWGRASS,
|
|
// animals
|
|
R_ANT,
|
|
R_ANTS,
|
|
R_ANTLION,
|
|
R_BAT,
|
|
R_BATMUTATED,
|
|
R_BATVAMPIRE,
|
|
R_BEAR,
|
|
R_BEARCUB,
|
|
R_BEARGRIZZLY,
|
|
R_BILCO,
|
|
R_CHICKEN,
|
|
R_DOG,
|
|
R_DOGBLINK,
|
|
R_DOGDEATH,
|
|
R_DOGWAR,
|
|
R_HAWK,
|
|
R_HAWKYOUNG,
|
|
R_HAWKBLOOD,
|
|
R_HAWKFROST,
|
|
R_FROG,
|
|
R_LEECH,
|
|
R_NEWT,
|
|
R_PORCUPINE,
|
|
R_RAT,
|
|
R_SLUG,
|
|
R_SNAIL,
|
|
R_SNAKE,
|
|
R_SNAKECARPET,
|
|
R_SNAKECOBRABLACK,
|
|
R_SNAKECOBRAGOLDEN,
|
|
R_SNAKECONSTRICTOR,
|
|
R_SNAKETREE,
|
|
R_SNAKEWATER,
|
|
R_SPIDER,
|
|
R_SPIDERFUNNELWEB,
|
|
R_SPIDERREDBACK,
|
|
R_WOLFYOUNG,
|
|
R_WOLF,
|
|
R_WOLFWINTER,
|
|
R_WORMGLUT,
|
|
// dragons
|
|
R_DRAGONBLUE,
|
|
R_DRAGONBLUEY,
|
|
R_DRAGONBLUEA,
|
|
R_DRAGONRED,
|
|
R_DRAGONREDY,
|
|
R_DRAGONREDA,
|
|
R_DRAGONWHITE,
|
|
R_DRAGONWHITEY,
|
|
R_DRAGONWHITEA,
|
|
R_WYVERN,
|
|
// insects
|
|
R_BLASTBUG,
|
|
R_BUTTERFLY,
|
|
R_CENTIPEDE,
|
|
R_FIREBUG,
|
|
R_GLOWBUG,
|
|
R_GIANTFLY,
|
|
R_GIANTBLOWFLY,
|
|
R_STINKBUG,
|
|
R_STIRGE,
|
|
// demons
|
|
R_DRETCH,
|
|
R_GRIDDLER,
|
|
R_LURKINGHORROR,
|
|
R_ICEDEMON,
|
|
R_NECRONTRAPPER,
|
|
R_NECRONREAPER,
|
|
R_NECRONSOWER,
|
|
R_NECRONEXTERMINATOR,
|
|
R_NECRONHARVESTER,
|
|
R_QUASIT,
|
|
// undead
|
|
R_GHAST,
|
|
R_GHOST,
|
|
R_GHOUL,
|
|
R_MUMMY,
|
|
R_MUMMYG,
|
|
R_SKELETON,
|
|
R_SKELETONFIRE,
|
|
R_WRAITHICE,
|
|
R_ZOMBIE,
|
|
// special
|
|
R_DANCINGWEAPON,
|
|
R_FLOATINGDISC,
|
|
R_GASCLOUD,
|
|
R_HECTASSERVANT,
|
|
R_TOOTH,
|
|
};
|
|
|
|
enum JOB {
|
|
J_NONE,
|
|
J_GOD,
|
|
J_ADVENTURER,
|
|
J_ALLOMANCER,
|
|
J_WARRIOR,
|
|
J_CHEF,
|
|
J_COMMANDO,
|
|
J_DRUID,
|
|
J_HUNTER,
|
|
J_MECHANIC,
|
|
J_MONK,
|
|
J_NINJA,
|
|
J_PIRATE,
|
|
J_PRINCE,
|
|
J_ROGUE,
|
|
//J_SHOPKEEPER,
|
|
J_WIZARD,
|
|
// monster jobs
|
|
J_GUARD,
|
|
};
|
|
#define J_RANDOM J_NONE
|
|
|
|
enum SUBJOB {
|
|
SJ_NONE,
|
|
// mage
|
|
SJ_AIRMAGE,
|
|
SJ_ICEMAGE,
|
|
SJ_FIREMAGE,
|
|
SJ_NECROMANCER,
|
|
SJ_WILDMAGE,
|
|
// warrior
|
|
SJ_BATTLEMAGE,
|
|
SJ_PALADIN,
|
|
SJ_SCOURGE,
|
|
|
|
};
|
|
|
|
enum MATSTATE {
|
|
MS_SOLID,
|
|
MS_LIQUID,
|
|
MS_GAS,
|
|
MS_OTHER,
|
|
MS_ALL,
|
|
};
|
|
|
|
// Object Materials
|
|
enum MATERIAL {
|
|
MT_NOTHING = 0,
|
|
MT_BONE = 1,
|
|
MT_STONE = 2,
|
|
MT_FIRE = 3,
|
|
MT_PLASTIC = 4,
|
|
MT_METAL = 5,
|
|
MT_GLASS = 6,
|
|
MT_FLESH = 7,
|
|
MT_WOOD = 8,
|
|
MT_GOLD = 9,
|
|
MT_PAPER = 10,
|
|
MT_WETPAPER = 11,
|
|
MT_ICE = 12,
|
|
MT_WATER = 13,
|
|
MT_BLOOD = 14,
|
|
MT_LEATHER = 15,
|
|
MT_CLOTH = 16,
|
|
MT_FOOD = 17,
|
|
MT_RUBBER = 18,
|
|
MT_MAGIC = 19,
|
|
MT_GAS = 20,
|
|
MT_SLIME = 21,
|
|
MT_WAX = 22,
|
|
MT_ACID = 23,
|
|
MT_SILK = 24,
|
|
MT_OIL = 25,
|
|
MT_PLANT = 26,
|
|
MT_WIRE = 27,
|
|
MT_SILVER = 28,
|
|
MT_DRAGONWOOD = 29,
|
|
MT_DIRT = 30,
|
|
};
|
|
|
|
// Object Types
|
|
enum OBTYPE {
|
|
OT_NONE,
|
|
// dungeon features
|
|
OT_BOULDER,
|
|
OT_GRATINGFLOOR,
|
|
OT_GRATINGROOF,
|
|
OT_ICICLE,
|
|
OT_STATUE,
|
|
OT_DOORWOOD,
|
|
OT_DOORIRON,
|
|
OT_FENCEWOOD,
|
|
OT_FOUNTAIN,
|
|
OT_GATEIRON,
|
|
OT_GATEWOOD,
|
|
OT_SIGN,
|
|
OT_HOLYCIRCLE,
|
|
OT_PENTAGRAM,
|
|
OT_HOLEINGROUND,
|
|
OT_HOLEINROOF,
|
|
OT_STAIRSDOWN,
|
|
OT_STAIRSUP,
|
|
OT_TUNNELDOWN,
|
|
OT_TUNNELUP,
|
|
OT_PORTAL,
|
|
OT_STOMACHEXIT,
|
|
// buildings - rememebr to update MAXBUILDINGTYPES!
|
|
OT_MOTEL,
|
|
OT_SHOPARMOUR,
|
|
OT_SHOPBOOK,
|
|
OT_SHOPFOOD,
|
|
OT_SHOPGENERAL,
|
|
OT_SHOPHARDWARE,
|
|
OT_SHOPPOTION,
|
|
OT_SHOPRING,
|
|
OT_SHOPWEAPON,
|
|
OT_TEMPLE,
|
|
// terrain
|
|
OT_WATERDEEP,
|
|
// traps
|
|
OT_TRAPALARM,
|
|
OT_TRAPARROW,
|
|
OT_TRAPARROWP,
|
|
OT_TRAPEBLAST,
|
|
OT_TRAPFIRE,
|
|
OT_TRAPGAS,
|
|
OT_TRAPLIGHTNING,
|
|
OT_TRAPMINE,
|
|
OT_TRAPNEEDLEP,
|
|
OT_TRAPPIT,
|
|
OT_TRAPROCK,
|
|
OT_TRAPSUMMON,
|
|
OT_TRAPTELEPORT,
|
|
OT_TRAPTRIP,
|
|
OT_TRAPWIND,
|
|
// rocks
|
|
OT_STONE,
|
|
OT_ASH,
|
|
OT_ASHEXPLODE,
|
|
OT_ASHCONCEAL,
|
|
OT_ASHINVIS,
|
|
OT_ASHSLEEP,
|
|
OT_GEMOFSEEING,
|
|
// gems
|
|
OT_AQUAMARINE,
|
|
OT_AMETHYST,
|
|
OT_DIAMOND,
|
|
OT_EMERALD,
|
|
OT_OPAL,
|
|
OT_PEARL,
|
|
OT_RUBY,
|
|
OT_SAPPHIRE,
|
|
OT_TOPAZ,
|
|
// money
|
|
OT_GOLD,
|
|
// godstones
|
|
OT_GODSTONE_DESTRUCTION,
|
|
OT_GODSTONE_LIFE,
|
|
OT_GODSTONE_MERCY,
|
|
OT_GODSTONE_PURITY,
|
|
OT_GODSTONE_REVENGE,
|
|
// flora
|
|
OT_FLOWER,
|
|
OT_LEAF,
|
|
OT_MISTLETOE,
|
|
OT_MOSSMOON,
|
|
OT_MOSSSUN,
|
|
OT_SHRUB,
|
|
OT_STUMP,
|
|
OT_TREE,
|
|
// food
|
|
OT_APPLE,
|
|
OT_BANANA,
|
|
OT_BANANASKIN, // not really food
|
|
OT_BERRY,
|
|
OT_BREADFRESH,
|
|
OT_BREADGARLIC,
|
|
OT_BREADSTALE,
|
|
OT_CACFRUIT,
|
|
OT_CAKEFRUIT,
|
|
OT_CARROT,
|
|
OT_CHEESE,
|
|
OT_CHOCOLATE,
|
|
OT_CLOVER,
|
|
OT_CURADOUGH,
|
|
OT_GARLIC,
|
|
OT_HOTDOG,
|
|
OT_JERKY,
|
|
OT_MUSHROOMSHI,
|
|
OT_MUSHROOMTOAD,
|
|
OT_MUSHROOMSTUFFED,
|
|
OT_NUT,
|
|
OT_PASSIONFRUIT,
|
|
OT_POISONSAC,
|
|
OT_PSITRUFFLE,
|
|
OT_ROASTMEAT,
|
|
OT_RUMBALL,
|
|
OT_SALT,
|
|
OT_SANDWICHCHEESE,
|
|
OT_SANDWICHPB,
|
|
OT_SUGAR,
|
|
OT_TOMATO,
|
|
// corpses
|
|
OT_CORPSE,
|
|
OT_FINGER,
|
|
OT_HEAD,
|
|
// potions
|
|
OT_POT_ACID,
|
|
OT_POT_ACROBATICS,
|
|
OT_POT_AMBROSIA,
|
|
OT_POT_BLOOD,
|
|
OT_POT_BLOODC,
|
|
OT_POT_CANINETRACKING,
|
|
OT_POT_COFFEE,
|
|
OT_POT_COMPETENCE,
|
|
OT_POT_ELEMENTIMMUNE,
|
|
OT_POT_ETHEREALNESS,
|
|
OT_POT_EXPERIENCE,
|
|
OT_POT_FURY,
|
|
OT_POT_GASEOUSFORM,
|
|
OT_POT_GROWTH,
|
|
OT_POT_HEALING,
|
|
OT_POT_HEALINGMIN,
|
|
OT_POT_HEALINGMAJ,
|
|
OT_POT_INVIS,
|
|
OT_POT_INVULN,
|
|
OT_POT_LEVITATION,
|
|
OT_POT_MAGIC,
|
|
OT_POT_OIL,
|
|
OT_POT_POISON,
|
|
OT_POT_POLYMORPH,
|
|
OT_POT_RESTORATION,
|
|
OT_POT_RUM,
|
|
OT_POT_SANCTUARY,
|
|
OT_POT_SLEEP,
|
|
OT_POT_SPEED,
|
|
OT_POT_SPIDERCLIMB,
|
|
OT_POT_WATER,
|
|
OT_POT_JUICE,
|
|
// soup from recipes
|
|
OT_POT_SOUPCHICKEN,
|
|
OT_POT_SOUPMUSHROOM,
|
|
OT_POT_SOUPTOMATO,
|
|
OT_POT_STROGONOFF,
|
|
OT_POT_SUGARWATER,
|
|
// scrolls
|
|
OT_MAP,
|
|
OT_GRAPHPAPER,
|
|
OT_SCR_AMNESIA,
|
|
OT_SCR_AWARENESS,
|
|
OT_SCR_NOTHING,
|
|
OT_SCR_CREATEMONSTER,
|
|
OT_SCR_DETECTAURA,
|
|
OT_SCR_DETECTLIFE,
|
|
OT_SCR_DETECTOBS,
|
|
OT_SCR_DETECTMAGIC,
|
|
OT_SCR_FLAMEPILLAR,
|
|
OT_SCR_FLAMEBURST,
|
|
OT_SCR_IDENTIFY,
|
|
OT_SCR_KNOCK,
|
|
OT_SCR_LIGHT,
|
|
OT_SCR_MAPPING,
|
|
OT_SCR_MENDING,
|
|
OT_SCR_MINDSCAN,
|
|
OT_SCR_PERMENANCE,
|
|
OT_SCR_ENCHANT,
|
|
OT_SCR_FREEZEOB,
|
|
OT_SCR_REMOVECURSE,
|
|
OT_SCR_REPLENISHMENT,
|
|
OT_SCR_TELEPORT,
|
|
OT_SCR_TURNUNDEAD,
|
|
OT_SCR_WISH,
|
|
// BOOKS
|
|
OT_MANUAL,
|
|
OT_SPELLBOOK,
|
|
// spells
|
|
// -- allomancy
|
|
OT_S_ABSORBMETAL,
|
|
OT_S_ACCELMETAL,
|
|
OT_S_ALCHEMY,
|
|
OT_S_ANIMATEMETAL,
|
|
OT_S_EXPLODEMETAL,
|
|
OT_S_HEATMETAL,
|
|
OT_S_PULLMETAL,
|
|
OT_S_MAGSHIELD,
|
|
OT_S_METALHEAL,
|
|
// -- death magic / necromency
|
|
OT_S_ANIMATEDEAD,
|
|
OT_S_COMMANDUNDEAD,
|
|
OT_S_CURSE,
|
|
OT_S_DRAINLIFE,
|
|
OT_S_FEAR,
|
|
OT_S_FLAYFLESH,
|
|
OT_S_HECTASSERVANT,
|
|
OT_S_PAIN,
|
|
OT_S_PARALYZE,
|
|
OT_S_PROTGOOD,
|
|
OT_S_INFINITEDEATH,
|
|
OT_S_WEAKEN,
|
|
OT_S_FEEBLEMIND,
|
|
OT_S_BLINDNESS,
|
|
OT_S_POISONBOLT,
|
|
OT_S_POSSESSION,
|
|
OT_S_SMITEGOOD,
|
|
OT_S_STENCH,
|
|
// -- divination
|
|
OT_S_AWARENESS,
|
|
OT_S_CANINETRACKING,
|
|
OT_S_DETECTAURA,
|
|
OT_S_DETECTLIFE,
|
|
OT_S_DETECTOBS,
|
|
OT_S_DETECTMAGIC,
|
|
OT_S_IDENTIFY,
|
|
OT_S_LOCATEOBJECT,
|
|
OT_S_LORE,
|
|
OT_S_MAPPING,
|
|
OT_S_REVEALHIDDEN,
|
|
OT_S_SEEINVIS,
|
|
OT_S_SIXTHSENSE,
|
|
// -- elemental - air
|
|
OT_S_JOLT,
|
|
OT_S_AIRBLAST,
|
|
OT_S_CHAINLIGHTNING,
|
|
OT_S_CLOUDKILL,
|
|
OT_S_GUSTOFWIND,
|
|
OT_S_MIST,
|
|
OT_S_SHATTER,
|
|
OT_S_TAILWIND,
|
|
OT_S_WINDSHIELD,
|
|
// -- elemental - fire
|
|
OT_S_BLADEBURN,
|
|
OT_S_BURNINGFEET,
|
|
OT_S_BURNINGWAVE,
|
|
OT_S_FIREDART,
|
|
OT_S_FIREBALL,
|
|
OT_S_FLAMEPILLAR,
|
|
OT_S_FLAMEBURST,
|
|
OT_S_IMMOLATE,
|
|
OT_S_METEOR,
|
|
OT_S_PYROMANIA,
|
|
OT_S_SPARK,
|
|
OT_S_SUPERHEAT,
|
|
// -- elemental - ice
|
|
OT_S_ABSOLUTEZERO,
|
|
OT_S_CHILL,
|
|
OT_S_COLDBURST,
|
|
OT_S_COLDRAY,
|
|
OT_S_CRYSTALARM,
|
|
OT_S_CRYSTALSHIELD,
|
|
OT_S_FREEZEOB,
|
|
OT_S_FROSTBITE,
|
|
OT_S_GLACIATE,
|
|
OT_S_ICECRUST,
|
|
OT_S_ICICLE,
|
|
OT_S_SLIDE,
|
|
OT_S_SHARDSHOT,
|
|
OT_S_SNAPFREEZE,
|
|
OT_S_SNOWBALL,
|
|
OT_S_WALLOFICE,
|
|
// -- gravity
|
|
OT_S_EQANDOP,
|
|
OT_S_FLIGHT,
|
|
OT_S_FORCESPHERE,
|
|
OT_S_GRAVLOWER,
|
|
OT_S_GRAVBOOST,
|
|
OT_S_HASTE,
|
|
OT_S_LEVITATION,
|
|
OT_S_SLOW,
|
|
OT_S_TRUESTRIKE,
|
|
OT_S_WHATGOESUP,
|
|
// -- life magic / cleric
|
|
OT_S_HEALING,
|
|
OT_S_HEALINGMIN,
|
|
OT_S_HEALINGMAJ,
|
|
OT_S_HEAVENARM,
|
|
OT_S_HOLYAURA,
|
|
OT_S_PROTEVIL,
|
|
OT_S_RESTORATION,
|
|
OT_S_RESSURECTION,
|
|
OT_S_SMITEEVIL,
|
|
OT_S_SPEAKDEAD,
|
|
OT_S_TURNUNDEAD,
|
|
// -- mental / psionic
|
|
OT_S_BAFFLE,
|
|
OT_S_CHARM,
|
|
OT_S_DISORIENT,
|
|
OT_S_HUNGER,
|
|
OT_S_LETHARGY,
|
|
OT_S_LOWERMETAB,
|
|
OT_S_MINDSCAN,
|
|
OT_S_MIRRORIMAGE,
|
|
OT_S_PACIFY,
|
|
OT_S_PSYARMOUR,
|
|
OT_S_SLEEP,
|
|
OT_S_STUN,
|
|
OT_S_STUNMASS,
|
|
OT_S_TELEKINESIS,
|
|
// -- modification
|
|
OT_S_ANIMATESTATUE,
|
|
OT_S_DARKNESS,
|
|
OT_S_ENCHANT,
|
|
OT_S_GASEOUSFORM,
|
|
OT_S_GREASE,
|
|
OT_S_HOLDPORTAL,
|
|
//OT_S_INSCRIBE,
|
|
OT_S_INVISIBILITY,
|
|
OT_S_KNOCK,
|
|
OT_S_LIGHT,
|
|
OT_S_MENDING,
|
|
OT_S_OBJECTGROWTH,
|
|
OT_S_PASSWALL,
|
|
OT_S_PETRIFY,
|
|
OT_S_POLYMORPH,
|
|
OT_S_POLYMORPHRND,
|
|
OT_S_QUICKENSTONE,
|
|
OT_S_SHAPESHIFT,
|
|
OT_S_SIZEUP,
|
|
OT_S_SIZEDOWN,
|
|
// nature / enviromancy
|
|
OT_S_BARKSKIN,
|
|
OT_S_CALLLIGHTNING,
|
|
OT_S_CALLWIND,
|
|
OT_S_CALMANIMALS,
|
|
OT_S_CALMINGSCENT,
|
|
OT_S_CHARMANIMAL,
|
|
OT_S_CUREPOISON,
|
|
OT_S_DETECTPOISON,
|
|
OT_S_DIG,
|
|
OT_S_EARTHQUAKE,
|
|
OT_S_EVAPORATE,
|
|
OT_S_EXCAVATE,
|
|
OT_S_WEB,
|
|
OT_S_ENDUREELEMENTS,
|
|
OT_S_ENTANGLE,
|
|
OT_S_FLOOD,
|
|
OT_S_HAILSTORM,
|
|
OT_S_LIGHTNINGBOLT,
|
|
OT_S_LIGHTNINGSTORM,
|
|
OT_S_PURIFYFOOD,
|
|
OT_S_QUENCH,
|
|
OT_S_LESSENPOISON,
|
|
OT_S_REPELINSECTS,
|
|
OT_S_SATEHUNGER,
|
|
OT_S_SLEETSTORM,
|
|
OT_S_SOFTENEARTH,
|
|
OT_S_STICKTOSNAKE,
|
|
OT_S_SUMMONANIMALSSM,
|
|
OT_S_SUMMONANIMALSMD,
|
|
OT_S_SUMMONANIMALSLG,
|
|
OT_S_SUMMONDEMON,
|
|
OT_S_THORNS,
|
|
OT_S_WARPWOOD,
|
|
OT_S_WATERJET,
|
|
// -- summoning
|
|
OT_S_CLONE,
|
|
OT_S_CREATEFOOD,
|
|
OT_S_FLOATINGDISC,
|
|
OT_S_FRIENDS,
|
|
OT_S_GLYPHWARDING,
|
|
OT_S_CLEARLEVEL,
|
|
OT_S_CREATEMONSTER,
|
|
OT_S_SUMMONWEAPON,
|
|
// -- translocation
|
|
OT_S_APPORTATION,
|
|
OT_S_BLINK,
|
|
OT_S_BLINKASS,
|
|
OT_S_DISPERSAL,
|
|
OT_S_GATE,
|
|
OT_S_INSTANTDISROBE,
|
|
OT_S_PLANESHIFT,
|
|
OT_S_SUCK,
|
|
OT_S_TELEPORT,
|
|
OT_S_TWIDDLE,
|
|
// -- wild
|
|
OT_S_ALARM,
|
|
OT_S_MANASPIKE,
|
|
OT_S_DETONATE,
|
|
OT_S_DETONATEDELAY,
|
|
OT_S_ENERGYBOLT,
|
|
OT_S_ENERGYBLAST,
|
|
OT_S_FLASH,
|
|
OT_S_NULLIFY,
|
|
OT_S_REPLENISH,
|
|
// -- divine powers
|
|
OT_S_CREATEVAULT,
|
|
OT_S_GIFT,
|
|
OT_S_WISH,
|
|
OT_S_WISHLIMITED,
|
|
OT_A_BLINDALL,
|
|
OT_S_CONFISCATE,
|
|
OT_A_DEBUG,
|
|
OT_A_ENHANCE,
|
|
OT_A_LEARN,
|
|
OT_A_LEVELUP,
|
|
// abilities
|
|
OT_A_AIMEDSTRIKE,
|
|
OT_A_ALTERATTACK,
|
|
OT_A_CHECKSTAIRS,
|
|
OT_A_CLIMB,
|
|
OT_A_COOK,
|
|
OT_A_DARKWALK,
|
|
OT_A_DISARM, // disarm a trap
|
|
OT_A_DISARMLF, // disarm an opponent
|
|
OT_A_DRAGUNDERGROUND,
|
|
OT_A_ENHANCEOB,
|
|
OT_A_FEIGNDEATH,
|
|
OT_A_FLIP,
|
|
OT_A_FLURRY,
|
|
OT_A_GRAB,
|
|
OT_A_CHARGE,
|
|
OT_A_COMBOSTRIKE,
|
|
OT_A_CRUSH,
|
|
OT_A_JUMP,
|
|
OT_A_PRAY,
|
|
OT_A_REFLEXDODGE,
|
|
OT_A_RAGE,
|
|
OT_A_REPAIR,
|
|
OT_A_RESIZE,
|
|
OT_A_SHIELDBASH,
|
|
OT_A_SNATCH,
|
|
OT_A_SONICBOLT,
|
|
OT_A_SPRINT,
|
|
OT_A_STUDYSCROLL,
|
|
OT_A_STINGACID, // need to define dam in f_canwill
|
|
OT_A_STRIKETOKO,
|
|
OT_A_SUCKBLOOD,
|
|
OT_A_SWALLOW,
|
|
OT_A_SWOOP,
|
|
OT_A_TRIPLF, // trip an opponent
|
|
OT_A_EMPLOY,
|
|
OT_A_EXPOSEDSTRIKE,
|
|
OT_A_HEAVYBLOW,
|
|
OT_A_HIDE,
|
|
OT_A_INSPECT,
|
|
OT_A_HURRICANESTRIKE,
|
|
OT_A_PICKLOCK,
|
|
OT_A_POLYREVERT,
|
|
OT_A_QUIVERINGPALM,
|
|
OT_A_STEAL,
|
|
OT_A_THRUST, // attack up to 2 cells away with a piercing weapon.
|
|
OT_A_TRAIN,
|
|
OT_A_TUMBLE,
|
|
OT_A_WARCRY, // uses F_NOISETEXT -> N_WARCRY if it is there.
|
|
// otherwise 'shouts a blood-curdling war cry'
|
|
// wands
|
|
OT_WAND_COLD,
|
|
OT_WAND_CREATEFOOD,
|
|
OT_WAND_DETONATION,
|
|
OT_WAND_DIGGING,
|
|
OT_WAND_DISPERSAL,
|
|
OT_WAND_FIRE,
|
|
OT_WAND_FIREBALL,
|
|
OT_WAND_HASTE,
|
|
OT_WAND_INVIS,
|
|
OT_WAND_KNOCK,
|
|
OT_WAND_LIGHT,
|
|
OT_WAND_NULLIFY,
|
|
OT_WAND_POLYMORPH,
|
|
OT_WAND_REVEALHIDDEN,
|
|
OT_WAND_SLOW,
|
|
OT_WAND_TURNUNDEAD,
|
|
OT_WAND_WEAKNESS,
|
|
OT_WAND_WONDER,
|
|
// tools - unique
|
|
OT_ORBDUNGEONEXIT,
|
|
// tools
|
|
OT_BAGOFHOLDING,
|
|
OT_BAGOFHOLDINGLARGE,
|
|
OT_BAGOFHOLDINGHUGE,
|
|
OT_BANDAGE,
|
|
OT_BLANKET,
|
|
OT_BLINDFOLD,
|
|
OT_BUGLAMP,
|
|
OT_CANDLE,
|
|
OT_FRIDGE,
|
|
OT_GUNPOWDER,
|
|
OT_LAMPOIL,
|
|
OT_LANTERNOIL,
|
|
OT_LOCKPICK,
|
|
OT_PANPIPES,
|
|
OT_PICKAXE,
|
|
OT_ROPE,
|
|
OT_SACK,
|
|
OT_SACKLARGE,
|
|
OT_SACKHUGE,
|
|
OT_SAFEBOX,
|
|
OT_TORCH,
|
|
OT_TOWEL,
|
|
// tech l0
|
|
OT_CREDITCARD,
|
|
OT_PAPERCLIP,
|
|
OT_SLEEPINGBAG,
|
|
// tech l1
|
|
OT_BUTANETORCH,
|
|
OT_POCKETWATCH,
|
|
OT_DIGITALWATCH,
|
|
OT_INSECTICIDE,
|
|
OT_LANTERNLED,
|
|
OT_SOLDERINGIRON,
|
|
// tech l2
|
|
OT_BATTERY,
|
|
OT_C4,
|
|
OT_FLASHBANG,
|
|
OT_GRENADE,
|
|
OT_GRENADESMOKE,
|
|
OT_MOTIONSCANNER,
|
|
OT_NVGOGGLES,
|
|
OT_STYPTIC,
|
|
OT_TENT,
|
|
// tech l3
|
|
OT_INFOVISOR,
|
|
OT_LOCKHACKER,
|
|
OT_PORTLADDER,
|
|
// tech l4
|
|
OT_JETPACK,
|
|
// tech l5
|
|
OT_TELEPAD,
|
|
OT_XRAYGOGGLES,
|
|
// tech l6
|
|
// none yet.
|
|
// furniture
|
|
OT_ARMOURRACK,
|
|
OT_BED,
|
|
OT_BOOKSHELF,
|
|
OT_CANDELABRUM,
|
|
OT_COFFIN,
|
|
OT_FIREPLACE,
|
|
OT_WEAPONRACK,
|
|
OT_WOODENTABLE,
|
|
OT_WOODENBARREL,
|
|
OT_WOODENSTOOL,
|
|
// misc objects
|
|
OT_BONE,
|
|
OT_CHEST,
|
|
OT_EMPTYFLASK,
|
|
OT_EMPTYVIAL,
|
|
OT_CALTROP,
|
|
OT_BROKENGLASS,
|
|
OT_ICECHUNK,
|
|
OT_ICESHEET,
|
|
OT_MUDPOOL,
|
|
OT_PUDDLEOIL,
|
|
OT_SPLASHWATER,
|
|
OT_PUDDLEWATER,
|
|
OT_PUDDLEWATERL,
|
|
OT_ACIDSPLASH,
|
|
OT_ACIDPUDDLE,
|
|
OT_ACIDPOOL,
|
|
OT_SLIMEPUDDLE,
|
|
OT_SLIMEPOOL,
|
|
OT_VOMITPOOL,
|
|
OT_BLOODSTAIN,
|
|
OT_BLOODSPLASH,
|
|
OT_BLOODPOOL,
|
|
OT_BLOODCSPLASH,
|
|
OT_MELTEDWAX,
|
|
OT_SOGGYPAPER,
|
|
OT_FLESHCHUNK,
|
|
// trail objects
|
|
OT_FOOTPRINT,
|
|
OT_SCENT,
|
|
// effects
|
|
OT_DUSTCLOUD,
|
|
OT_DUSTPUFF,
|
|
OT_FIRELARGE,
|
|
OT_FIREMED,
|
|
OT_FIRESMALL,
|
|
OT_HAILSTORM,
|
|
OT_ICEWALL,
|
|
OT_MAGICBARRIER,
|
|
OT_STEAMCLOUD,
|
|
OT_STEAMPUFF,
|
|
OT_SLEETSTORM,
|
|
OT_MIST,
|
|
OT_SMOKECLOUD,
|
|
OT_SMOKEPUFF,
|
|
OT_METHANEPUFF,
|
|
OT_POISONCLOUD,
|
|
OT_POISONPUFF,
|
|
OT_VIBCLOUD,
|
|
OT_VINE,
|
|
OT_WEB,
|
|
// armour - multipart
|
|
OT_WETSUIT,
|
|
// armour - body
|
|
OT_APRON,
|
|
OT_ARMOURDEMON,
|
|
OT_ARMOURLEATHER,
|
|
OT_ARMOURRING,
|
|
OT_ARMOURSCALE,
|
|
OT_ARMOURCHAIN,
|
|
OT_ARMOURSPLINT,
|
|
OT_ARMOURPLATE,
|
|
OT_FLAKJACKET,
|
|
OT_OVERALLS,
|
|
OT_CHEFJACKET,
|
|
OT_COTTONSHIRT,
|
|
OT_SILKSHIRT,
|
|
OT_ROBE,
|
|
OT_VELVETROBE,
|
|
// armour - shoulders
|
|
OT_CLOAK,
|
|
OT_CLOAKFUR,
|
|
// armour - waist
|
|
OT_BELTLEATHER,
|
|
// armour - legs
|
|
OT_CLOTHTROUSERS,
|
|
OT_COMBATPANTS,
|
|
OT_GREAVES,
|
|
OT_RIDINGTROUSERS,
|
|
// armour - feet
|
|
OT_SANDALS,
|
|
OT_SHOESLEATHER,
|
|
OT_BOOTSLEATHER,
|
|
OT_BOOTSMETAL,
|
|
OT_BOOTSRUBBER,
|
|
OT_BOOTSSPIKED,
|
|
// armour - hands
|
|
OT_GLOVESCLOTH,
|
|
OT_GLOVESLEATHER,
|
|
OT_GAUNTLETS,
|
|
// armour - head
|
|
OT_SUNHAT,
|
|
OT_PIRATEHAT,
|
|
OT_POINTYHAT,
|
|
OT_BALACLAVA,
|
|
OT_CAP,
|
|
OT_CHEFHAT,
|
|
OT_HELM,
|
|
OT_GASMASK,
|
|
OT_GOLDCROWN,
|
|
OT_HELMBONE,
|
|
OT_HELMFOOTBALL,
|
|
// armour - ears
|
|
OT_EARPLUGS,
|
|
// armour - eyes
|
|
OT_SAFETYGLASSES,
|
|
OT_SPECTACLES,
|
|
OT_EYEPATCH,
|
|
OT_SUNGLASSES,
|
|
// armour - shields
|
|
OT_BUCKLER,
|
|
OT_SHIELD,
|
|
OT_SHIELDHIDE,
|
|
OT_SHIELDLARGE,
|
|
OT_SHIELDTOWER,
|
|
// rings
|
|
OT_RING_ENDURANCE,
|
|
OT_RING_GREED,
|
|
OT_RING_INVIS,
|
|
OT_RING_INVULN,
|
|
OT_RING_LUCK,
|
|
OT_RING_CONTROL,
|
|
OT_RING_CON,
|
|
OT_RING_DECELERATION,
|
|
OT_RING_DETECTLIFE,
|
|
OT_RING_DEX,
|
|
OT_RING_EDUCATION,
|
|
OT_RING_HUNGER,
|
|
OT_RING_IQ,
|
|
OT_RING_STR,
|
|
OT_RING_MANA,
|
|
OT_RING_MEDITATION,
|
|
OT_RING_MIRACLES,
|
|
OT_RING_MPBOOST,
|
|
OT_RING_MPREGEN,
|
|
OT_RING_NOINJURY,
|
|
OT_RING_PROTFIRE,
|
|
OT_RING_PROTCOLD,
|
|
OT_RING_REFLECTION,
|
|
OT_RING_REGENERATION,
|
|
OT_RING_RESISTMAG,
|
|
OT_RING_SIGHT,
|
|
OT_RING_STENCH,
|
|
OT_RING_WATERBREATHING,
|
|
OT_RING_WOUNDING,
|
|
// innate / animal weapons
|
|
OT_BEAK,
|
|
OT_CLAWS,
|
|
OT_DRILL,
|
|
OT_FISTS,
|
|
OT_HOOKHAND, // for pirate
|
|
OT_STING,
|
|
OT_BUTT,
|
|
OT_HOOF,
|
|
OT_TAIL,
|
|
OT_TEETH,
|
|
OT_TEETHSM,
|
|
OT_TENTACLE,
|
|
OT_TONGUE,
|
|
OT_ZAPPER,
|
|
// monster weapons
|
|
OT_ACIDATTACK,
|
|
OT_TOUCHBURN,
|
|
OT_TOUCHCHILL,
|
|
OT_TOUCHHOLY,
|
|
OT_TOUCHNECROTIC,
|
|
OT_TOUCHPARALYZE,
|
|
OT_TOUCHPARALYZE2,
|
|
// missiles / ammo
|
|
OT_ARROW,
|
|
OT_BOLT,
|
|
OT_DART,
|
|
OT_DARTNANO,
|
|
OT_DARTTRANQ,
|
|
OT_MANRIKI,
|
|
OT_NEEDLE,
|
|
OT_NET,
|
|
OT_JAVELIN,
|
|
OT_BULLET,
|
|
OT_RUBBERBULLET,
|
|
OT_SHURIKEN,
|
|
// axes
|
|
OT_AXE,
|
|
OT_HANDAXE,
|
|
OT_HATCHET,
|
|
OT_BATTLEAXE,
|
|
OT_GREATAXE,
|
|
OT_WARAXE,
|
|
// short blades
|
|
OT_COMBATKNIFE,
|
|
OT_DAGGER,
|
|
OT_FORK,
|
|
OT_KNIFE,
|
|
OT_MEATCLEAVER,
|
|
OT_ORNDAGGER,
|
|
OT_QUICKBLADE,
|
|
OT_RAPIER,
|
|
OT_SAI,
|
|
OT_SHORTSWORD,
|
|
OT_STEAKKNIFE,
|
|
OT_SICKLE,
|
|
// long swords
|
|
OT_BASTARDSWORD,
|
|
OT_FALCHION,
|
|
OT_GREATSWORD,
|
|
OT_KATANA,
|
|
OT_LONGSWORD,
|
|
OT_ORNSWORD,
|
|
OT_SCIMITAR,
|
|
OT_CUTLASS,
|
|
// polearms
|
|
OT_GLAIVE,
|
|
OT_GUISARME,
|
|
OT_HALBERD,
|
|
OT_LANCE,
|
|
OT_PITCHFORK,
|
|
OT_RANSEUR,
|
|
OT_SCYTHE,
|
|
OT_SPEAR,
|
|
OT_TRIDENT,
|
|
// staves
|
|
OT_QUARTERSTAFF,
|
|
OT_BAMBOOSTAFF,
|
|
OT_IRONSTAFF,
|
|
OT_BLADEDSTAFF,
|
|
OT_WIZARDSTAFF,
|
|
OT_WIZARDSTAFF2,
|
|
OT_WIZARDSTAFF3,
|
|
OT_WIZARDSTAFF4,
|
|
OT_WIZARDSTAFF5,
|
|
OT_WIZARDSTAFF6,
|
|
// clubs
|
|
OT_CLUB,
|
|
OT_FLAIL,
|
|
OT_FLAILHEAVY,
|
|
OT_GREATCLUB,
|
|
OT_MACE,
|
|
OT_MORNINGSTAR,
|
|
OT_NUNCHAKU,
|
|
OT_SHILLELAGH,
|
|
OT_SPANNER,
|
|
OT_STICK,
|
|
// projectile weapons
|
|
OT_BLOWGUN,
|
|
OT_BOW,
|
|
OT_CROSSBOW,
|
|
OT_CROSSBOWHAND,
|
|
OT_LONGBOW,
|
|
OT_REVOLVER,
|
|
OT_SHOTGUN,
|
|
OT_SLING,
|
|
// special weapons
|
|
OT_ENERGYBLADE,
|
|
OT_HANDOFGOD,
|
|
OT_ICEARMOUR,
|
|
OT_ICEBOOTS,
|
|
OT_ICEGLOVES,
|
|
OT_ICEHELMET,
|
|
OT_ICESHIELD,
|
|
// special obs
|
|
OT_PLAYERSTART,
|
|
OT_PUSHN,
|
|
OT_PUSHE,
|
|
OT_PUSHS,
|
|
OT_PUSHW,
|
|
};
|
|
|
|
#define MAXBUILDINGTYPES (10)
|
|
|
|
|
|
#define BP_NONE (-1)
|
|
enum BODYPART {
|
|
// humanoid parts
|
|
BP_WEAPON = 0,
|
|
BP_SECWEAPON = 1,
|
|
BP_EARS = 2,
|
|
BP_EYES = 3,
|
|
BP_HEAD = 4, // <- core bodypart
|
|
BP_SHOULDERS = 5,
|
|
BP_BODY = 6, // <- core bodypart
|
|
BP_HANDS = 7, // <- core bodypart
|
|
BP_WAIST = 8,
|
|
BP_LEGS = 9, // <- core bodypart
|
|
BP_FEET = 10,
|
|
BP_RIGHTFINGER = 11,
|
|
BP_LEFTFINGER = 12,
|
|
// others...
|
|
BP_BACKLEGS = 13,
|
|
BP_FRONTLEGS = 14,
|
|
BP_WINGS = 15, // <- core bodypart
|
|
BP_TAIL = 16, // <- core bodypart
|
|
};
|
|
#define MAXBODYPARTS (17)
|
|
|
|
// depth on a human
|
|
|
|
#define DP_MAX DP_OVERHEAD4
|
|
#define DP_FIRST DP_TOE
|
|
enum DEPTH {
|
|
/*
|
|
DP_HEAD = 4,
|
|
DP_SHOULDERS = 3,
|
|
DP_WAIST = 2,
|
|
DP_FEET = 1,
|
|
DP_NONE = 0,
|
|
*/
|
|
DP_OVERHEAD4 = 15,
|
|
DP_OVERHEAD3 = 14,
|
|
DP_OVERHEAD2 = 13,
|
|
DP_OVERHEAD = 12,
|
|
DP_HEAD = 11,
|
|
DP_SHOULDERS = 10,
|
|
DP_CHEST = 9,
|
|
DP_BELLY = 8,
|
|
DP_WAIST = 7,
|
|
DP_THIGH = 6,
|
|
DP_KNEE = 5,
|
|
DP_CALF = 4,
|
|
DP_FEET = 3,
|
|
DP_ANKLE = 2,
|
|
DP_TOE = 1,
|
|
DP_NONE = 0,
|
|
};
|
|
|
|
enum NOISETYPE {
|
|
N_GETANGRY,
|
|
N_WALK,
|
|
N_FLY,
|
|
N_LOWHP,
|
|
N_FRUSTRATED,
|
|
N_SONICBOLT,
|
|
N_WARCRY,
|
|
N_SPELLCAST,
|
|
};
|
|
|
|
enum LFSIZE {
|
|
SZ_ANY = -2,
|
|
SZ_MIN = -1,
|
|
SZ_MINI = 0, // ie. fly
|
|
SZ_TINY = 1, // ie. mouse
|
|
SZ_SMALL = 2, // ie. cat
|
|
SZ_MEDIUM = 3, // ie. wolf/dog
|
|
SZ_HUMAN = 4, // ie. human-sized
|
|
SZ_LARGE = 5, // ie. bear/horse
|
|
SZ_HUGE = 6, // ie. elephant, dragon, giant
|
|
SZ_ENORMOUS = 7, // ie. ??? kraken, titan
|
|
SZ_MAX = 100
|
|
};
|
|
|
|
enum ALLEGIENCE {
|
|
AL_HOSTILE, // will attack you on sight
|
|
AL_PEACEFUL, // won't attack you on sight
|
|
AL_FRIENDLY, // will help you fight
|
|
};
|
|
|
|
enum ALIGNMENT {
|
|
AL_NONE,
|
|
AL_GOOD,
|
|
AL_NEUTRAL,
|
|
AL_EVIL,
|
|
};
|
|
|
|
enum POISONSEVERITY {
|
|
PS_DISEASE,
|
|
PS_POISON,
|
|
PS_CURSE,
|
|
};
|
|
|
|
enum POISONTYPE {
|
|
P_COLD,
|
|
P_FOOD,
|
|
P_FOODBAD,
|
|
P_GAS,
|
|
P_ROT,
|
|
P_VENOM,
|
|
P_WEAKNESS,
|
|
};
|
|
|
|
|
|
enum RANGEATTACK {
|
|
RA_NONE = 0,
|
|
RA_GUN,
|
|
RA_THROW,
|
|
RA_WAND,
|
|
};
|
|
|
|
enum SLEEPTYPE {
|
|
ST_ASLEEP = 0,
|
|
ST_MEDITATING,
|
|
ST_KO,
|
|
};
|
|
|
|
enum FLAG {
|
|
F_NONE = 0, // dummy flag
|
|
// map flags
|
|
F_MAPCOORDS, // v0+v1 are x/y coords for this map area
|
|
F_MAPSHAPE, // v0 = enum MAPSHAPE
|
|
F_ROOMEXIT, // there is an exit from room v0 at x=v1,y=v2
|
|
F_NEWWATERDEPTH, // temp flag for the spread of f_deepwater obs.
|
|
// v0+1 are x/y, v2 is new depth.
|
|
F_STOMACHOF, // this map is the stomach of lf id V0, name = f->text
|
|
F_CELLTYPESOLID, // use celltype v0 for solid cells (walls)
|
|
F_CELLTYPEEMPTY, // use celltype v0 for empty cells (corridors/rooms)
|
|
// object flags
|
|
F_BADOBJECT, // this object is dangerous. ie. potion of poison,
|
|
// potion of sleep, etc.
|
|
F_BATTLESPOILS, // this obejct was dropped by a monster which the
|
|
// player killed, and has not yet been touched.
|
|
F_BEINGUSED, // this object is currently being used
|
|
F_DEAD, // object will be removed
|
|
F_ONEPERCELL, // only one of these objects can exist per cell
|
|
F_ONLYINROOM, // object nay only appear in rooms (not corridors)
|
|
F_CREATEDBY, // object was made by lf id v0, text=real lfname
|
|
F_CREATEDBYSPELL, // object was made by spell id v0
|
|
F_ENCHANTABLE, // object can get +1/-1 ect
|
|
F_GEM, // this object is a gem.
|
|
F_GODGIFT, // this was a gift form god with race v0.
|
|
F_NOSHATTER, // object will not shatter, even if it's material should.
|
|
F_STACKABLE, // can stack multiple objects togethr
|
|
F_NO_PLURAL, // this obname doesn't need an 's' for plurals (eg. gold, money)
|
|
F_NO_A, // this obname doesn't need to start with 'a' for singular (eg. gold)
|
|
F_CONTAINSOB, // for vending machiens. v0 is ob letter
|
|
// text is an object it contains.
|
|
F_MAPTO, // this object is a map to a regionlink.:
|
|
// v0=region containing entrance
|
|
// v1=depth of entrance
|
|
// v2=regionthing ID of RT_REGIONLINK thing
|
|
// text = what this is a map to ie. "the goblin caves"
|
|
F_SIGNTEXT, // for 'sign' objects. f->text is what is says.
|
|
F_IDWHENUSED, // fully identify an object when worn/weilded/operated/etc
|
|
F_STARTBLESSED, // v0 = b_blessed or b_cursed
|
|
F_REPELBLESSED, // v0 = b_blessed or b_cursed. repels other obejcts
|
|
// of this blesstype.
|
|
// if v1 == b_blessed or b_cursed, will ID these blessings/curses
|
|
F_TRAIL, // this object denotes the trail left by a lf.
|
|
// v0 = raceid of lf who left it
|
|
// v1 = direction the lf moved out of this cell
|
|
// v2 = enum sense used to see this (ie. s_smell, s_sight)
|
|
// (optional) text = lfid of lf who left this.
|
|
// should only be used for SCENT, not footprints.
|
|
F_NOFEEL, // when blind, don't show "you can feel xxx"
|
|
F_FEELTEXT, // when blind, show "you can feel"+f->text
|
|
// for items in shops
|
|
F_VENDITEM, // causes vending machine to show this item as identified
|
|
//F_SHOPITEM, // v0 is object value.
|
|
// v1 is the shop it is from
|
|
// causes shops to show (worth $xx) after the ob's name.
|
|
// also used for detecting theft!
|
|
F_VALUE, // how much an item is worth (over its base weight+material)
|
|
F_NOPOINTS, // object is worth 0 points (but might still have a
|
|
// monetary value)
|
|
// for object brands
|
|
F_ONLYFOROBTYPE, // brand can only go on obtype v0
|
|
F_ONLYFOROBCLASS, // brand can only go on obclass v0
|
|
F_ONLYFOROBWITHFLAG, // brand can only go on obs with flag v0
|
|
F_ONLYFORDAMTYPE, // brand can only go on obs with damtype v0
|
|
F_ONLYFORWEPSKILL, // brand can only go on obclass v0
|
|
// weapon/armour flags
|
|
F_EQUIPPED, // val0 = where it is equipped. CLEAR WHEN OB MOVED!
|
|
F_SECONDARY, // this object is player's secondary weapon.
|
|
F_GOESON, // val0 = where it can be equipped.
|
|
F_GOESONMULTI, // ob is equipped on _ALL_ F_GOESON flags, rather than
|
|
// equipped on _ONE OF_ the.
|
|
F_BONUS, // val0=bonus/penalty to damage+accuracy/armour. ie. +1 sword
|
|
F_THROWMISSILE, // weapon would make a good thrown missle - used by AI
|
|
F_CANHOME, // this object can have the 'homing' flag
|
|
F_UNIQUE, // only one may appear
|
|
F_GLYPH, // override the glyph with the first char of text.
|
|
// v0 is either NA (white) or colourid (C_xxx).
|
|
F_NOGLYPH, // this object doesn't appear normally
|
|
F_COSMETIC, // this object is mostly cosmetic, don't say 'you see xx'
|
|
// also don't stop the player running past it.
|
|
F_INVISOB, // this object cannot be seen
|
|
F_NOPICKUP, // cannot pick this up
|
|
F_ATTACKABLE, // can attack this with 'A'
|
|
F_IMPASSABLE, // cannot walk past this if your size is between v0 and v1
|
|
// (inclusive)
|
|
F_REALLYIMPASSABLE, // even gaseous form etc won't let you get through
|
|
// this.
|
|
F_CRUSHABLE, // if you are bigger than size v0, walking on this crushes it
|
|
F_CAUSESCOUGH, // being in this ob's cell will make you cough unless
|
|
// immune to gas.
|
|
// v0 = con skillcheck difficulty.
|
|
F_BLOCKSVIEW, // if v0 = true, cannot see past this
|
|
// if v0 > 0, reduces your vision by v0.
|
|
F_BLOCKSLOF, // this object interrupts line of fire
|
|
F_THEREISHERE, // announce "there is xx here!", not "you see xx here"
|
|
// text[0] is punctuation to use.
|
|
F_OBDIETEXT, // text when the object dies
|
|
F_DIECONVERTTEXT, // text when the object converts. eg. "melts"
|
|
F_DIECONVERTTEXTPL, // text when the object converts, if there are more than 1. eg. "melt"
|
|
F_DIECONVERT, // text = what this turns into when dying
|
|
// v0 = radius to scatter new object in (0 or NA means
|
|
// just convert the object)
|
|
F_NOBLESS, // can't be blessed or cursed
|
|
F_NOQUALITY, // can't be masterwork / shoddy
|
|
F_NOSTEAL, // this object can't be stolen, blown away, etc.
|
|
F_SALTED, // this corpse has been salted and will not decay.
|
|
F_CORPSEOF, // this is a corpse of montype val0.
|
|
// v1 is its level when it died
|
|
// text is how it died.
|
|
F_REVIVETIMER, // v0 = cur, v1 = max. v0 incremenets each tick.
|
|
// when v0 == v1, this object changes into lf of race
|
|
// v2.
|
|
F_DTCONVERT, // damtype val0 converts this to f->text
|
|
F_DTCREATEOB, // damtype val0 creates object f->text here
|
|
// v1 = radius to burst in
|
|
// v2 = dirtype
|
|
F_NODTCONVERT, // overrides DTCONVERT .
|
|
F_NOMATCONVERT, // overrides MATCONVERT .
|
|
F_MATCONVERT, // touching material id val0 converts this to f->text
|
|
F_MATCONVERTTEXT, // description when F_MATCONVERT happens. ie. "is consumed in flame"
|
|
F_MATCONVERTTEXTPL, // plural for matconverttext.
|
|
F_DTIMMUNE, // immune to damtype val0
|
|
F_DTRESIST, // half dam from damtype val0
|
|
F_DTVULN, // double dam from damtype val0
|
|
// if dam=0, set dam to textfield dice (eg.text="2d6")
|
|
F_MATIMMUNE, // immune to damage from obs with material 'v0'
|
|
F_MATVULN, // vulnarable to damage from obs with material 'v0'
|
|
// v1 = this % of damage is done. ie. 110%
|
|
F_PURIFIESTO, // v0 = new obid after purify food spell
|
|
F_DAMAGABLE, // this ob can be damaged via takedamage()
|
|
F_TINTED, // when worn on eyes, protects against bright lights
|
|
F_HASBRAND, // has the object mod v0 (ie. OM_FLAMESTRIKE)
|
|
F_HOLDCONFER, // gives flag v0+v1 when carried. v2 specifies if it must be id'd.
|
|
F_EQUIPCONFER, // gives flag v0+v1 when weilded/worn. v2 specifies if it must be id'd.
|
|
F_ACTIVATECONFER, // gives flag v0+v1 when activated. v2 specifies if it must be id'd.
|
|
F_ACTIVATEPREFIX, // when activated, prefix this objects name with
|
|
// text
|
|
|
|
F_CRITKNOCKDOWN, // lf knocks down victims on a critical hit
|
|
F_HITCONFER, // hitting with this gives flagid=v0
|
|
// with timeleft = text ("min-max")
|
|
// unless you pass a val1 skillcheck, diff val2
|
|
// if val1 = SC_NONE, no check.
|
|
// MUST ALSO HAVE HITCONFERVALS.
|
|
F_HITCONFERVALS,// specifies values for conferred flag.
|
|
F_ACTIVATED, // val0 = is this object turned on?
|
|
F_GRENADE, // this object will drain charge when activated, then die
|
|
F_EXPLODEONDEATH, // explodes when it dies, deals TEXT damage.
|
|
// val1 = explosion radius (dtorth)
|
|
// val2 = ifactivated, only explodes if activated.
|
|
F_EXPLODEONDAM, // explodes when it is damaged, deals TEXT damage.
|
|
// v0 = damage type which makes it explode.
|
|
// NA means 'any damage type'
|
|
// val1 = explosion radius (dtorth)
|
|
// val2 = ifactivated, only explodes if activated.
|
|
F_FLASHONDEATH, // produce a bright flash when it dies,v0=range
|
|
F_FLASHONDAM, // produces a bright flash when it is damaged,v0=range,v2=ifacctivated
|
|
F_LASTDAMTYPE, // object equivilant of lf->lastdamtype
|
|
F_SCROLLNEEDSOB, // this scroll targets an object
|
|
// v0 = B_ALWAYS (always targets an ob)
|
|
// v0 = B_IFNOTBLESSED (only targets an ob if unblessed)
|
|
F_OPERONOFF, // operating this will just turn it on/off
|
|
F_OPERUSECHARGE, // operating this will use 1 charge
|
|
F_OPERNEEDTARGET, // need to ask for a target of type val0 when opering
|
|
// v1 is bitmask of:
|
|
// TR_NEEDLOS, TR_NEEDLOF, TR_NONE
|
|
// optional v2 is range (otherwise unlimited)
|
|
// text is prompt
|
|
F_OPERNEEDDIR, // need to ask a direction when operating this. text is prompt
|
|
|
|
// tool flags
|
|
F_LIGHTSOURCE, // a light source like a torch, lantern etc
|
|
F_CHARGELOWMSG, // text = msg when charges are nearly out
|
|
F_CHARGEOUTMSG, // text = msg when charges are gone
|
|
F_HELPSCLIMB, // object gives v0 bonus to sc_climb checks.
|
|
F_HELPSDIG, // object can dig. does v0 dam to cells.
|
|
F_HELPSDISARM, // object gives v0 bonus to disarm trap checks.
|
|
F_HELPSREST, // makes you heal mp/hp faster when using 'R'
|
|
// reduces skillcheck difficulty by v0.
|
|
// optional v1 = how many less turns between
|
|
// skillchecks. should not go more than
|
|
// DEFAULTRESTHEALTIME.
|
|
F_DONTSHOWDEST, // don't show destination of this stair
|
|
// object. ie say "staircase", not "staircase
|
|
// to level 4"
|
|
// technology flags
|
|
F_TECHLEVEL, // v0 is a PR_xxx enum for tech usage skill
|
|
F_RNDCHARGES, // ob starts with between val0 and val1 charges
|
|
// this will cause F_CHARGES to be filled in
|
|
F_CHARGES, // generally the number of uses left,v0=min, v1=max
|
|
F_REPLENISHABLE, // the 'replenish' spell works on this object
|
|
F_DONTSHOWCHARGES, // don't show 'xx charges left' when id'd
|
|
F_RECHARGEWHENOFF, // get power back when you turn it off
|
|
F_RECHARGE, // get v0 charges back each turn.
|
|
F_REFILLWITH, // pour obj id val0 onto this to refill its charges
|
|
F_PLAYERMISSILE, // this was a missile fired/thrown by the player
|
|
// used with the 'autopickup used missiles' option.
|
|
// what can you do with this object?
|
|
F_TAINTED, // will give food poisoning if you eat/drink it
|
|
F_PREPARED, // raw meat has been prepared using cooking skill
|
|
F_ISMEAT, // this food contains meat parts - not suitable for
|
|
// vegetarians
|
|
F_EDIBLE, // you can eat this. val1 = nutrition. 100 = a meal
|
|
// -1 means "nutrition is weight x abs(val1)"
|
|
// v2 = nutrition left when partially eaten
|
|
F_DRINKABLE, // you can drink this. val1 = nutrition. 100 = a meal
|
|
// -1 means "nutrition is weight x abs(val1)"
|
|
// if v2=DONTKILL, this object does NOT die when drunk.
|
|
F_OPERABLE, // can operate?
|
|
F_OPERWITHOUTID, // can operate without knowing what it is?
|
|
F_NOTRIED, // don't show '[tried]' or update knowledge
|
|
// after you have tried this object.
|
|
F_POURABLE, // can pour?
|
|
F_PUSHABLE, // can push this object
|
|
F_PICKLOCKS, // can pick locks? val0=% change,
|
|
// val1=b_false, f_dieonfail, f_bluntonfail
|
|
F_LOCKABLE,// this object can be locked
|
|
F_CANBEDIFFMAT, // v0 is different material id which this ob could be
|
|
// v1 is the chance of it being this material
|
|
F_CANBETRAPPED, // this object might start with a trap
|
|
// v0 = base pct chance
|
|
// v1 = extra pct chance every 5 levels
|
|
// v2 = max trap chance
|
|
F_CANBELOCKED, // this object might start off locked
|
|
// v0 = base pct chance
|
|
// v1 = extra pct chance every 5 levels
|
|
F_TRAPPED, // this object HAS a trap.
|
|
// v0 is the trap object type
|
|
// v1 - 'curtime' when this trap was last triggered
|
|
// v2 = TRUE means we've spotted this.
|
|
F_TRAP, // this object _IS_ a trap. v0 is sc_disarm/sc_spot difficulty.
|
|
// (NA = impossible)
|
|
// if v1 = true, trap will go off if you fail your 2nd disarm
|
|
// check.
|
|
// v2 = sc_dodge difficulty
|
|
// if text == "groundonly", then this trap only goes off
|
|
// if you're on the ground (ie not flying)
|
|
F_OBJECTTRAP, // this trap can go onto an object (door, chest, etc)
|
|
F_SMELLY, // lfs with enhacned scent can smell this object
|
|
F_MAKESNOISE, // object periodically makes noise.
|
|
// v0 = % chance of noise.
|
|
// v1 = volume.
|
|
// f->text is the sound made. ie. "a splash."
|
|
// shops
|
|
F_BANNEDLF, // lfid v0 is not allowed to enter this shop
|
|
F_SHOP, // this object is a shop
|
|
F_SHOPDONATED, // v0 = how much gold worth you have donated
|
|
F_SHOPACCEPTSFLAG, // v0 = can sell items with flag v0 to this shop, for
|
|
// v1 percent of full value.
|
|
// v2 = must be this objectclass (or NA)
|
|
F_SHOPMENU, // defines a menu for interaction with a shop
|
|
// v0 = (menuid*100) + itemorder
|
|
// ie. menu0 would have 0, 1, 2, 3
|
|
// menu1 would have 100, 101, 102, 103
|
|
// etc.
|
|
// v1 = enum MENUACTION
|
|
// v2 = value for action (optional)
|
|
// text = "x:whatever" (x is letter to press)
|
|
|
|
|
|
// doors
|
|
F_DOOR, // this object is a door - ie. can open it
|
|
// v0 and v1 are like F_IMPASSABLE
|
|
F_OPEN, // is this door open?
|
|
F_LOCKED,// door is locked
|
|
// v1 is difficulty to disarm
|
|
F_JAMMED, // is this door jammed? v0 is # turns it'll take to open it.
|
|
// v1 = have we tried this door yet?
|
|
F_SECRET, // this object is secret. v0 is sc_search difficulty
|
|
// to find it.
|
|
// NA means 'can never find this'
|
|
// stairs / teleporters / portals
|
|
F_CLIMBABLE, // this is a stiarcase, v0 = up/down/in
|
|
// also use this for portals
|
|
// text = you climb down XXXX
|
|
// OPTIONAL v1 = id of region to link to.
|
|
F_PIT, // this is a pit which we can fall down.
|
|
// v0 = up/down
|
|
//F_STAIRDIR//, // val0 = direcion
|
|
F_OPPOSITESTAIRS, // val0 = opposite kind of stairs
|
|
F_MAPLINK, // val0 = map id to link to.
|
|
// v1/v2 = x/y
|
|
// OR
|
|
// text = obid to link to
|
|
|
|
// ob interaction flags
|
|
F_REDUCEMOVEMENT, // time to move off here is multiplied by v0.
|
|
F_RESTRICTMOVEMENT, // must pass a diff=v0 STR check to move off it.
|
|
// if v1 is B_TRUE, then it takes 1 damage if you fail.
|
|
// if v2 is TRUE, it affects flying creatures
|
|
//
|
|
// for multiple objects, each one adds half its difficulty
|
|
|
|
F_RODSHAPED, // for sticks-to-snakes
|
|
F_SHARP, // does damage when you step on it. v0/1 are min/max dam
|
|
F_SCARY, // gives other lfs a penalty to morale checks against you,
|
|
// v0 = penalty amt.
|
|
F_SLIPPERY, // you might slip when stepping on it. v0 is amt
|
|
F_SLIPMOVE, // if someone slips on this, it will move to an adj cell
|
|
F_FLAMMABLE, // object will catch alight if burnt (ie fire damage)
|
|
// v0 = how long it will burn for
|
|
// text (optional) = what it will convert to
|
|
// instead of just being set alight
|
|
F_FLAMMABLELF, // lf is covered in something flammable
|
|
// if hurt by dt_fire, object id v0 will apepar under
|
|
// them.
|
|
// f->Text is what you are covered with (for desc)
|
|
F_CANGETWET, // object will get F_WET if hit by water
|
|
// v0 = enum WETNESS. v1 = how long
|
|
F_WATERPROOF, // object doesn't get wet. note: overrides CANGETWET!
|
|
F_WET, // object is wet
|
|
F_RUSTED, // object is rusty
|
|
// v0 = enum RUSTINESS.
|
|
// object mods/effects
|
|
F_ONFIRE, // burning, also deals extra fire damage
|
|
// option text = xdx amount of extra damage to deal for
|
|
// weapons.
|
|
F_HOT, // object is very hot to the touch.
|
|
// v0 = amt of damage to deal if touched while gloveless
|
|
// text = amt of extra damage for weapons to deal
|
|
F_ENCHANTED, // weapon also deals 'text' extra fire damage
|
|
F_HEADLESS, // for corpses. can go on LFs too.
|
|
F_MASTERWORK, // weps do higher damager, armour protects better
|
|
F_SHODDY, // weps do less damage, armour protects less.
|
|
// weapon flags
|
|
F_ATTACKVERB, // text=verb for attacking. ie. "hit" "slash" "sting" etc
|
|
// if v0/v1 are set, only use this text if dam AMOUNT (not pct) is
|
|
// between v0 and v1.
|
|
// should always be singular
|
|
F_KILLVERB, // text=verb for a fatal attacking. ie. "kill" "behead"
|
|
// if v0/v1 are set, only use this text if dam PCT (not amount) is
|
|
// between v0 and v1.
|
|
// should always be singular
|
|
F_OBATTACKDELAY, // how long weapon takes to attack
|
|
F_USESSKILL, // weapon needs skill sk_v0
|
|
F_MAGICBOOST, // boost power of all spells by v0
|
|
F_CANHAVEOBMOD, // weapon can have obmod om_v0 applied
|
|
// optional: v1 is chance of randomly having it
|
|
F_ATTREQ, // requires attrib v0 to be at least v1
|
|
// v2 = "boostlev"
|
|
// text = scalepct.
|
|
// if attrib is less than v1, apply "scalepct" % penalty
|
|
// per 10 points under.
|
|
// if v2 != NA, and attrib is >= v2, apply "scalepct"% bonus
|
|
// per 10 points over.
|
|
// (up to a max of 20 points higher/lower)
|
|
//
|
|
// if scalepct == 0, then you MUST meet the base req.
|
|
//F_DAMTYPE, // val0 = damage type
|
|
F_CRITCHANCE, // v0 = %chance of critical hit with this weapon
|
|
F_CRITPROTECTION, // v0 = %chance of preventing critical hits
|
|
//F_DAM, // v0 = damtype, text = 1d1+1
|
|
F_DAM, // v0 = damtype,
|
|
// v1=DR (this takes precedence)
|
|
F_ALTDAM, // this weapon deal multiple damage types.
|
|
// v0 = damtype
|
|
// v1 = DR
|
|
// (add this flag multiple times for each damtype,
|
|
// and remember to include the one listed in its
|
|
// F_DAM)
|
|
F_MISSILEDAM, // val0 = dam if it hits (without speed multiplier)
|
|
F_TANGLEMISSILE, // this object will trip anyone it is thrown at
|
|
// (if it hits), unless they pass a SC_SLIP
|
|
// check of difficulty v0
|
|
// if V1/V2 are set, then F_RESTRICTMOVEMENT
|
|
// v1->v0, v2->v1 is added to this object after it hits.
|
|
F_ACCURACY, // 100 - val0 = modify to tohit% (ie. higher is better)
|
|
F_UNARMEDWEP, // this is not a real weapon, ie. claws, teeth etc
|
|
F_ARMOURIGNORE, // armour has no effect
|
|
F_ARMOURPIERCE, // goes through armour. armour can't reduce the
|
|
// damage dealt to less than v0.
|
|
F_TWOHANDED, // weapon uses two hands to weild
|
|
F_NEEDSSPACE, // weapon needs space to swing - 75% chance of hitting
|
|
// a wall if used with < 3 empty cells around you
|
|
// gun flags
|
|
F_FIREARM, // this weapon is equipped in bp_secweapon, not _weapon.
|
|
F_FIRESPEED, // how fast this weapon shoots projectiles
|
|
F_AMMOOB, // v0 = what object this weapon fires. can have multiple types.
|
|
F_AMMOCAPACITY, // v0 = max ammo that can be loaded
|
|
F_RANGE, // range of projectile firing weapon
|
|
F_RELOADTURNS, // # actions it takes to reload this gun
|
|
// end gun flags
|
|
F_FLAMESTRIKE, // causes fires where you hit
|
|
F_BALANCE, // heals target if their maxhp < your maxhp
|
|
F_HOMING, // missile always hits
|
|
F_MERCIFUL, // puts to sleep instead of killing.
|
|
F_REVENGE, // causes damage based on your hp
|
|
//
|
|
F_POWDER, // this item is a powder
|
|
// ob appearance flags
|
|
F_SHINY,
|
|
// armour flags
|
|
F_MULTISIZE, // this object comes in varying sizes - calculate and
|
|
// assign a random f_armoursize on creation.
|
|
F_ARMOURSIZE, // v0 = sz_xxx, can be "medium", "human" or "large".
|
|
F_ARMOURRATING, // val0 * 2 = pct of damage reduced
|
|
F_SHIELD, // this is a shield - use special bodyhitchance code
|
|
F_CANBLOCK, // this objcet can block damtype xxx
|
|
F_OBHP, // val0 = object health, val1 = object maxhealth
|
|
F_OBHPDRAIN, // val0 = amt hp to lose each second. val1 = NA or damtype
|
|
// if no damtype specified, it will be DT_DIRECT
|
|
F_NOOBDAMTEXT, // don't anounce damage to this object
|
|
F_NOOBDIETEXT, // don't anounce destruction of this object
|
|
F_NODIECONVERTTEXT, // don't anounce when this object changes
|
|
// misc flags
|
|
F_LINKOB, // val0 = linked object id
|
|
F_LINKRACE, // val0 = linked race id
|
|
F_LINKGOD, // val0 = linked god race id
|
|
// scroll flags
|
|
F_LINKSPELL, // val0 = spell this scroll will cast when read
|
|
// v1 = spell power (optional)
|
|
// book flags
|
|
F_MANUALOF, // val0 = skill this book trains
|
|
F_LINKSCHOOL, // val0 = spellschool this book has spells from
|
|
// ob identification flags
|
|
F_HASHIDDENNAME, // whether this object class has a hidden name
|
|
// text is the name if you don't know what it is
|
|
F_IDENTIFIED, // whether this object is fully identified
|
|
F_KNOWNBAD, // you know this object is somehow bad
|
|
F_MOVELFS, // v0 = dir which this object will move lfs
|
|
// bad flags
|
|
F_DEEPWATER, // v0 = depth.
|
|
F_WALKDAM, // val0 = damtype, text = dam per sec
|
|
F_WALKDAMBP, // v0 = bodypart, v1 = damtype, text = dam per sec
|
|
// if v2 == FALLTHRU, damage falls through to lf if
|
|
// no armour is there.
|
|
// abilities
|
|
F_NEEDSGRAB, // this ability needs to to grab someone first.
|
|
F_NOANNOUNCE, // don't announce when you gain/lose this ability
|
|
// magic
|
|
F_SPELLSCHOOL, // val0 = SPELLSCHOOL enum
|
|
F_SPELLLEVEL, // val0 = difficulty level of spell
|
|
F_PLEASESGOD, // god id val0 likes this spell. pietymod=v1
|
|
F_VARPOWER, // can cast this spell at variable power level
|
|
// for spells with this flag, the MP cost goes up
|
|
// based on the power level.
|
|
F_MAXPOWER, // val0 = max power of this spell (1-10)
|
|
F_MPCOST, // v0=mp cost of spell. if missing, mpcost is splev^2
|
|
F_STAMCOST, // v0=stamina cost of ability. default is 0.
|
|
F_ONGOING, // this spell has an ongoing cost
|
|
F_CASTINGTIME, // this spell takes v0 turns to cast
|
|
F_EXTRADESC, // text=extra descriptions for this object
|
|
// v0 is the order in which these are displayed (0-5)
|
|
F_BONDESC, // text=extra description for playable races.
|
|
// v0 is the display order.
|
|
// v1=true means 'don't display this one during
|
|
// player race selection)
|
|
F_PENDESC, // text=extra description for playable races.
|
|
// v0 is the display order.
|
|
// v1=true means 'don't display this one during
|
|
// player race selection)
|
|
//F_SPELLLETTER, // text[0] = letter to cast this spell
|
|
F_AICASTTOFLEE, // AI can cast this spell to help flee/heal
|
|
// v0 is who to target
|
|
// v1 is pct chance of using this
|
|
F_AICASTTOATTACK, // AI can cast this spell to attack
|
|
// v0 is who to target
|
|
// v1 is pct chance of using this
|
|
F_AIBOOSTITEM, // ai will use this item to boost/buff itself.
|
|
// if using this on wands, update aiobok() !
|
|
F_AIHEALITEM, // ai will use this item when low on hp
|
|
F_AIFLEEITEM, // ai will use this item when fleeing
|
|
// if using this on wands, update aiobok() !
|
|
// object AND lifeform flags
|
|
F_NOSTRDAMMOD, // this object/lf does not have attacks modified
|
|
// using their strength
|
|
F_HARDNESS, // must do >= v0 damage to hurt this
|
|
F_EATCONFER, // if you eat this lf's corpse, you have a
|
|
// text% chance of gaining flag v0.
|
|
// with vals v1,v2,text.
|
|
// OR
|
|
// eating this object gives it.
|
|
// player only flags
|
|
F_DONEDARKMSG, // tells the game not to say 'it is very dark here'
|
|
F_DONELISTEN, // supress further 'you hear xx' messages this turn.
|
|
// lifeform flags / lf flags / monster flags
|
|
|
|
F_ARBOOST, // modify lf's armour rating by v0
|
|
// this is slightly different from f_armourrating.
|
|
// f_armourrating is used for innate armour.
|
|
// f_arboost is used by objects "of protection" which
|
|
// enhance your armour rating.
|
|
F_DONEPICKUP, // lf has used their free pickup/drop for this turn.
|
|
F_DONEKNOWLEDGETRADE, // you've already traded knowledge with this
|
|
// person.
|
|
F_FOLLOWTIME, // v0 = how long will ai chase you for? defaults to
|
|
// DEF_AIFOLLOWTIME.
|
|
F_FOUNDGODSTONE, // this flag is added once the player picks up their
|
|
// first godstone, and a god appears.
|
|
F_WINNER, // player has won the game!
|
|
// if you won by becoming a god, v1 = godid
|
|
// if you won by becoming a demigod, v1 = godid
|
|
// text = copied F_GODFLAG text from god.
|
|
F_BEHAVIOUR, // textual field describing special behaviour for this
|
|
// lf
|
|
F_NOSMELL, // lf can't smell. not affected by stench, and
|
|
// can't get enhancesmell.
|
|
F_RESTINGINMOTEL, // sounds will not wake up this lf. monster won't
|
|
// see them.
|
|
// v0 = max time allowed to rest before checkout
|
|
// v1 = total time rested
|
|
// text = obid of hotel
|
|
F_ALIGNMENT, // v0 = al_good, al_neutral, al_evil. default neutral.
|
|
// if al_none is selected for the player, they
|
|
// can pick what alignment they want to be.
|
|
// text shows the choices ("g", "n" or "e")
|
|
F_PIETY, // for god lifeforms - tracks player's piety with them
|
|
F_HOMEMAP, // which map did this lf get created on?
|
|
F_TOOKACTION, // lf purposely took action in their last turn.
|
|
F_JUSTENTERED, // lf just entered a new map.
|
|
F_DAMAGEGROUNDOBS, // lf causes v0 damage of type v1 to ground objects
|
|
// if v2 is TRUE, this happens even when lf is airborne
|
|
F_MOVED, // lf purposely walked/flew/swum/moved in prev turn
|
|
F_HASBEENMOVED, // an object moved this lf since their last turn.
|
|
F_HOTFEET, // target takes v0 damage of type v1 unless they move.
|
|
// text = killed by xxx
|
|
F_WASROBBED, // your stuff was stolen while you were
|
|
// unconscious. announce it when you wake up.
|
|
F_WOKENBY, // at the start of your next turn, you will wake up
|
|
// due to actions taken by lf id v0.
|
|
// if text is set, and it was the player waking up,
|
|
// then print this text.
|
|
F_TURNED, // lf turned this turn.
|
|
F_PRAYEDTO, // player has prayed to this god before.
|
|
F_GODBLOCKED, // player may NOT pray to this god
|
|
F_HPDRAIN, // lf loses v0 hit points eath turn.
|
|
// v1 = damtype
|
|
// text = killer damage string
|
|
F_GAVEMONEY, // v0 tracks how much money we gave away this turn
|
|
// used for r_godgreed anger effects.
|
|
F_CLIMBING, // lf is currently climbing a wall
|
|
F_COUNTER, // generic counter flag for race abilities.
|
|
F_DEBUG, // debugging enabled
|
|
F_ACCURACYMOD, // modify your accuracy by val0
|
|
F_PLAYABLE, // player can select to be this race.
|
|
F_RACESLAY, // deal 4x damage to creatures of raceclass v0
|
|
F_VAMPIRIC, // when on a lf:
|
|
// successful bite attacks from this lf will heal it
|
|
// when on an object
|
|
// successful attacks with this weapon will heal lf
|
|
F_VEGETARIAN, // this lf will not eat meat.
|
|
F_PARTVEGETARIAN,// this lf will only eat if hunger >= 'hungry'
|
|
F_CARNIVORE, // this lf will only eat meat.
|
|
F_SHIELDPENALTY, // lower your acc/ev by val0 due to a cumbersome
|
|
// shield. lowered by sk_shield skill.
|
|
// v0 is accuracy penalty, v1 is evasion penalty.
|
|
F_ARMOURPENALTY, // lower your acc/ev by val0 due to cumbersome
|
|
// armour. lowered by sk_armour skill.
|
|
// v0 is accuracy penalty, v1 is evasion penalty.
|
|
F_MISCASTCHANCE, // lf has +v0% chance of spell failure
|
|
F_LEVRACE, // at level v0, this race is promoted to race v1
|
|
// must apply this to the BASE race.
|
|
F_JOBATTRMOD, // add v1 to attr v0. only used in jobs.
|
|
F_ATTRMOD, // modify attribute val0 by val1. ie. 0=A_STR,1=-3
|
|
F_ATTRSET, // forces attribute val0 to be val1. ie. 0=A_STR,1=18
|
|
F_SIZE, // val0 = lf size (enum LFSIZE)
|
|
F_SIZETIMER, // lf weill resize to LFSIZE val0 in val1 turns.
|
|
F_UNSEENATTACKER, // this lf attacked lfid v0 while lfid v0 couldn't
|
|
// see them. used to mark 'X' on the player's map
|
|
// for unseen attackers.
|
|
F_USEDPOISON, // this lf used a poisoned weapon to attack
|
|
F_RANDOMTALKPCT, // v0 = chance of randomly saying something each turn
|
|
F_RANDOMTALK, // EITHER:
|
|
// v0 = sp_xxx for what to say when we randomly talk.
|
|
// v1/v2 are min/max volume
|
|
// OR
|
|
// text = what to say
|
|
// v1/v2 are min/max volume
|
|
//
|
|
// can have multiple of these flags, if so then
|
|
// randomly select one each time.
|
|
F_RESTCOUNT, // val0 = how long you've been resting for
|
|
F_RESTHEALTIME, // val0 = how long to rest before healing hp
|
|
F_RESTHEALAMT, // val0 = how many hp to gain after resting x turns
|
|
F_RESTHEALMPAMT, // val0 = how many MP to gain after resting x turns
|
|
F_HOMEOB, // when this monster is auto generated on a level, place
|
|
// this object underneath them.
|
|
// text = object name
|
|
F_HOMELEVOB, // when this monster is auto generated on a level, place
|
|
// between v0 and v1 objects of type 'text' somewhere on
|
|
// the level.
|
|
F_CAREFULMOVE, // moving slowly on purpose to avoid slipping.
|
|
F_AUTOCMD, // val0 = how many times to repeat this
|
|
F_LASTCMD, // text[0] = last command performed, v0/1 = x/y of cell, v2=various
|
|
F_WILLTHROW, // this lf will treat obid v0 as a thrown missile.
|
|
F_CANLEARN, // lf is able to learn skill val0
|
|
// v1 = max lev
|
|
F_STARTOB, // val0 = %chance of starting with it, text = ob name
|
|
// val1,2 = min/max amounts. if NA, min=max=1.
|
|
F_STARTOBDT, // val0 = %chance of starting with damtype val1
|
|
// option val2 = addition to map depth for rarity
|
|
// calculation
|
|
F_STARTOBCLASS, // val0 = %chance of starting with obclass val1
|
|
// option val2 = addition to map depth for rarity
|
|
// calculation
|
|
F_STARTOBRND, // val0 = %chance of starting with a random ob
|
|
// v1 = depth modifier. can use 'RANDOM'
|
|
F_STARTOBWEPSK, // val0 = %chance of starting with wepskill val1
|
|
// v1 = wepskill of object
|
|
// optional val2 = addition to map depth for rarity
|
|
// calculation
|
|
// optional text = prefix for ob name.
|
|
// eg "good" "branded" "cursed" etc
|
|
F_CONTAINER, // this object is a container - you can use 'o'
|
|
// to take stuff out or put it in.
|
|
F_HOLDING, // this container is a xxx of holding and makes objects
|
|
// inside become weightless
|
|
F_STARTJOB, // val0 = %chance of starting with it, v1 = jobid, v2=subjobid
|
|
F_STARTSKILL, // val0 = skill id
|
|
F_STARTATT, // val0 = A_xxx, val0 = start bracket (ie. IQ_GENIUS)
|
|
// if text is set, it overrides val0.
|
|
// text can be:
|
|
// x (single number)
|
|
// x-y (range)
|
|
F_STARTASLEEPPCT, // v0=pct chance this mosnter starts off asleep
|
|
F_STARTHIDDENPCT, // val0 = pct chance auto-generated monster will
|
|
// start off hidden
|
|
F_CORPSETYPE, // text field specifies what corpse obtype to leave
|
|
F_CORPSEFLAG, // add flag v0 to our corpse.
|
|
// v1->v0, v2->v1, text->text
|
|
F_EXTRACORPSE, // text field specifies what additional corpse
|
|
// obtype to leave
|
|
// v0 = pct change for this to happen. NA = 100.
|
|
F_MYCORPSE, // text field contains obid of my corpse.
|
|
// (for ghosts)
|
|
F_NOCORPSE, // monster's body crumbles to dust after death
|
|
F_NOCTURNAL, // monster sleeps during the day
|
|
F_DIURNAL, // monster sleeps at night
|
|
F_NOSLEEP, // monster doesn't sleep
|
|
F_NOSKILL, // lifeform CANNOT ever learn skill v0
|
|
F_LFSUFFIX, // text = suffix. eg. "skeleton"
|
|
F_VISRANGE, // how far you can see (in the light)
|
|
F_VISRANGEMOD, // v0:modifications to visrange
|
|
F_NIGHTVISRANGEMOD, // v0:modifications to nightvisrange
|
|
F_GUNTARGET, // current projectile weapon target
|
|
// v0 is guntarget id.
|
|
// text is targetting string (ie. Orc [50%])
|
|
F_THROWING, // set while the player is throwing/firing something
|
|
// f->text = obid of what we're throwing
|
|
// if f->text is NULL, we're using a firearm.
|
|
F_CASTINGSPELL, // set while the player is casting a spell
|
|
// for instant spells:
|
|
// v0 is spell id
|
|
// for noninstant spells:
|
|
// v0 is spell id
|
|
// v1 is spell power
|
|
// v2 is counter until casting
|
|
// text is: "targlfid;targobid;mapid;cellx;celly;"
|
|
|
|
F_AVOIDOB, // for AI - they will avoid walking on obid 'text'
|
|
// (text is a long)
|
|
// if v0 is not NA, then only avoid it if its blessed
|
|
// value == v0.
|
|
F_AVOIDOBTYPE, // AI won't walk on top of obtype v0.
|
|
// if v1 == B_TRUE, then avoid lfs weilding this
|
|
// object too.
|
|
F_AVOIDCELL, // AI won't walk on top of cell x/y = v0/v1
|
|
F_STAYINHABITAT, // lf will not walk onto a cell of a different
|
|
// habitat
|
|
F_STAYINROOM, // lf will not walk out of roomid v0
|
|
// if v0 is not set, we won't leave our current room.
|
|
// if v1 is set (not NA), then we are allowed to chase
|
|
// our targets out of the room.
|
|
F_FALLDISTANCE, // how many floors this lf has fallen through.
|
|
// ABILITY/SPELL FLAGS / ability flags / spell flags
|
|
F_FAILEDINSPECT, // lf has failed an inspect check for objecttype v0
|
|
F_TARGETTEDSPELL, // this spell needs you to specify a target cell
|
|
// v0 is the tt_targettype
|
|
// if V1/v2 are set, then this is only spells with
|
|
// power in the range v1-v2 are targetted.
|
|
F_BOOSTSPELL, // v0 is active boost spell, v1 is ongoing mpcost, v2 is power
|
|
F_SWOOPRANGE, // v0 = how far a flying creature can swoop
|
|
F_LOSLOF, // v0 = whether this spell needs line of sight
|
|
// v1 = whether this spell needs line of fire
|
|
// MONSTER AI FLAGS
|
|
F_CASTCHANCE, // this lf has v0% chance of using spell/abil
|
|
// (default is 15%)
|
|
F_DEMANDSBRIBE, // lf will demand gold from the player.
|
|
F_NOSWAP, // other mosnters won't swap with this one.
|
|
// cleared at start of turn.
|
|
F_VARLEVEL, // lf is generated with random level between
|
|
// 1 and its map dificulty/depth.
|
|
// if v0 is set, this is the max level.
|
|
F_MINION, // v0=lfid of minion
|
|
F_NOSCORE, // denotes that the player received 0 points.
|
|
// ie. cheating or they quit.
|
|
F_XPVAL, // force xp val for killing this lf to v0
|
|
// ...OR if applied to an ability...
|
|
// monsters with this abil/spell are worth
|
|
// v0 more xp.
|
|
F_XPMULTIPLY, // multiply xp val for killing this lf by v0
|
|
F_HIRABLE, // this job/lf can be recruited by chatting and paying
|
|
F_TAMABLE, // this lf can be made into a pet by giving objects
|
|
// which they want.
|
|
// must pass SC_SPEECH of difficulty v0
|
|
F_HIREPRICE, // how much it costs to hire this lf.
|
|
F_NOHIRE, // this lf will not be hired.
|
|
F_INFOPRICE, // v0=price this lf wants to share info
|
|
F_NOINFO, // this lf will NOT share info
|
|
F_KNOWSABOUT, // text is a list of things this lf knows about:
|
|
// e = exits
|
|
// s = shops
|
|
// t = traps
|
|
// o = rare Objects
|
|
// m = rare Monsters
|
|
// eg: text=="st" means they know of shops+traps
|
|
F_NOJOBTEXT, // this lf's name is 'a xxx', not 'a xxx wizard' etc
|
|
F_LASTDIR, // this is the last direction we moved.
|
|
//F_OWNERLASTDIR, // for pets, this it the last dir our owner moved
|
|
// when we could see them.
|
|
F_ISPRISONER, // this lf wants to escape to the surface
|
|
F_PETOF, // this lf is a pet of lfid v0
|
|
// v1/2 = last known location of my owner.
|
|
// optional text is last known movement dir.
|
|
// note: can also go on corpse objects to show that this
|
|
// is the corpse of a pet.
|
|
F_SUMMONEDBY, // this lf was summoned by lfid v0. if they die, we
|
|
// vanish.
|
|
// v1 is lifetime left. this decrements each turn.
|
|
// when at zero, lf vanishes.
|
|
//F_OWNSSHOP, // v0 is roomid of the shop which this shopkeeper owns.
|
|
F_GUARD, // this lf is a guard, who can be called by shopkeepers
|
|
F_HATESALL, // lf will attack ALL other lfs on sight
|
|
F_HATESRACE, // lf will attack lfs with race=v0 or baseid=v0 on
|
|
// sight
|
|
F_HATESRACECLASS, // lf will attack lfs with raceclass->id=v0
|
|
F_HATESRACEWITHFLAG, // lf will attack lfs with flag v0 on sight
|
|
F_TERRITORIAL, // lf will attack ALL other visible lfs within range v0
|
|
F_HARMLESS, // it is safe to rest around this lf
|
|
F_RNDHOSTILE, // v0% chance of being hostile.
|
|
F_HOSTILE, // lf will attack the player if in sight
|
|
F_FRIENDLY, // lf will attack all non-players if in sight
|
|
F_FATALFOOD, // if lf eats food with id = v0, they die.
|
|
F_NATURALFLIGHT, // lf can fly natural using wings or similar
|
|
F_WANTS, // lf will try to pick up object type val0. if
|
|
// val1 = B_COVETS, will even abandon attacks
|
|
// for it!
|
|
F_WANTSOBFLAG, // lf will look for obs with this flag. val1=covets
|
|
F_WANTSBETTERWEP, // lf will look for better weapons, val1=covets
|
|
F_WANTSBETTERARM, // lf will look for better armour, val1=covets
|
|
F_FLEEONDAM, // lf will run away instead of counterattacking
|
|
F_FLEEONHPPCT, // lf will run away if its hp drop to v0% or lower
|
|
F_NOFLEE, // lf will not run away
|
|
F_ATTACKRANGE, // v0/v1 = min/max celldist to stay away
|
|
// from f_targetlf (ie. lf we are attacking)
|
|
F_FOLLOWRANGE, // v0/v1 = min/max celldist to stay away
|
|
// from pet's master
|
|
F_FEIGNFOOLEDBY, // lf shouldn't attack lf id v0 because they
|
|
// are feigning death
|
|
F_TARGETLF, // lf will attack lfid v0. lastknown x/y is v1/v2
|
|
// optional text is last known movement dir.
|
|
F_IGNORECELL, // won't accept targetcells of v0=x v1=y
|
|
// this is cleared at start of turn.
|
|
F_TARGETCELL, // lf will go towards this place. val0=x,val1=y
|
|
// optional: v2 = mr_lf or mr_ob. text=lf or ob id.
|
|
F_PHANTASM, // this lf is a phantasm - can deal no damage, and
|
|
// uses v0 as a fake hp counter.
|
|
F_STABBEDBY, // lf has been stabbed by lfid v0. can't be stabbed
|
|
// by them again until they go out of sight.
|
|
F_FLEEFROM, // lf will run away from this lf id
|
|
F_NOFLEEFROM, // lf can not get f_fleefrom lfid v0
|
|
|
|
// TEMP FLAGS
|
|
F_KILLEDBYPLAYER, // did the player kill this lf?
|
|
// monster noise flags
|
|
F_WALKVERB, // text is verb for moving. 'walk' 'slither'
|
|
// 'bounce' 'hop' etc
|
|
F_NOISETEXT, // val0 is a enum NOISETYPE
|
|
// val1 is the volume of the noise
|
|
// text is "verb^noun"
|
|
// eg. "shouts^a shout"
|
|
// if this flag occurs more than once with
|
|
// the same v0, a random one is selected.
|
|
F_SPELLCASTTEXT, // text is announcement for spellcast
|
|
// if text is empty, then don't announce
|
|
// this lf's spell casting at all.
|
|
// if v0 != OT_NONE, only use text for spellid v0
|
|
// if v2 is 'appendyou' " at xxx" will
|
|
// be appended.
|
|
F_AISPELLTARGETOVERRIDE, // when casting spellid v0, this lf will
|
|
// use v1 (ST_xxx) instead of what the AICASTTOxxx
|
|
// flag specifies.
|
|
F_NODEATHANNOUNCE, // don't say 'the xx dies' if this lf dies
|
|
F_NODEATHSPEECH, // lf doesn't talk when dying
|
|
F_BEHEADED, // use special corpse drop code
|
|
F_MOVESPEED, // override default move speed
|
|
F_ACTIONSPEED, // override default action speed
|
|
F_SPELLSPEED, // override default spellcast speed (ie. movespeed)
|
|
F_RARITY, // val[0] = habitat, val[1] = rarity%
|
|
// val[2] = commonality (enum RARITY RR_xxx)
|
|
// NA means rr_common
|
|
|
|
F_NUMAPPEAR, // when randomly appearing, can have > 1. val[0] = min, val[1] = max
|
|
F_MINIONS, // val0 % chance of appearing with v1-v2 lf of type text
|
|
F_HITDICE, // text = xdy+z to roll for maxhp per level.
|
|
F_MAXHPMOD, // maxhp = pctof(v0, maxhp)
|
|
F_MPDICE, // val0: # d4 to roll for maxmp per level. val1: +xx
|
|
F_JOB, // val0 = player's job
|
|
// val1 = player's subjob or NA
|
|
F_GODOF, // text = what this lf is the god of. use capitals.
|
|
// if v0 is b_true, means this is a goddess
|
|
F_GODLIKES, // text = something this god likes (ie. incs piety)
|
|
F_GODDISLIKES, // text = something this god likes (ie. decs piety)
|
|
F_GODPOISON, // v0=TRUE: god likes using poison. gain v1 piety
|
|
// v0=FALSE: god hates using poison. lose v1 piety
|
|
// for all sacrifice flags:
|
|
// v2: amt of piety for each sacrifice
|
|
// text: "the xxx disappears in yyyy"
|
|
// (yyyy is text)
|
|
// IS is replaced with "is" or "are"
|
|
// OB is replace with object name
|
|
F_SACRIFICEOBWITHFLAG, // v0 = can sacrifice obs with flag v0 to this go
|
|
F_SACRIFICEOB, // v0 = can sacrifice obtype v0 to this god
|
|
// if v1 is set, object must be the
|
|
// corpse of something with raceclass v1.
|
|
F_SACRIFICEOBCLASS, // v0 = can sacrifice obclass v0 to this god
|
|
F_SACRIFICEOBBLESSED, // v0 = can sacrifice obs with ->blessed=v0 and blessknown!
|
|
|
|
F_NAME, // text = lf's name
|
|
F_XPMOD, // add/subtract this much from calculated xpval
|
|
F_BLOODOB, // text = type of object to drop for blood
|
|
F_UNSUMMONOB, // text = type of object to drop when this creature
|
|
// uis unsummoned.
|
|
F_DIESPLATTER, // this lf will splatter objcets of type 'text'
|
|
// when it dies.
|
|
// v0 = max distance to splatter (or UNLIMITED)
|
|
// v1 = how fast to shoot objects (0 = just place them)
|
|
// text = type of object to splatter
|
|
F_OBESE, // double base weight for race!
|
|
F_ORIGRACE, // original player race (if you polymorphed)
|
|
F_ORIGJOB, // original player job (if you polymorphed)
|
|
F_POLYMORPHED, // lf has been polymorphed
|
|
F_RETAINHPONPOLY, // don't take on hp/mp of what you polymorph
|
|
// into
|
|
F_SHORTCUT, // spell keyboard shortcut.
|
|
// v0=slot (0-9)
|
|
// text=spell text
|
|
// for monsters
|
|
F_MPMOD, // this race gains/loses v0 mp each level
|
|
F_DOESNTMOVE, // this race doesn't move (but can still attack)
|
|
F_CANTALK, // this lf can talk, even if its raceclass normally
|
|
// wouldn't be able to.
|
|
F_AQUATIC, // this race can attack normally in water and suffers no
|
|
// movement penalties
|
|
F_AVIAN, // this race is an avian
|
|
F_CANINE, // this race is a canine
|
|
F_HUMANOID, // this race is a humanoid
|
|
// (can wear armour / use weapons)
|
|
F_INSECT, // this race is classed as an insect
|
|
F_UNDEAD, // this race is classed as undead
|
|
F_COLDBLOOD, // this race is coldblooded
|
|
F_NOBODYPART, // this race doesn't have bodypart val0
|
|
// if v0 is true or b_frominjury, you can regrow it
|
|
// via a healing potion.
|
|
F_NOINJURIES, // this race cannot sustain injuries.
|
|
F_NOPACK, // this race cannot hold objects
|
|
F_NOSPELLS, // this race cannot cast spells
|
|
F_NOPRINTS, // this race doesn't leave footprints
|
|
F_INDUCEFEAR, // causes fear when you attack it
|
|
F_POISONCORPSE, // lf's corpse will be poisonous
|
|
F_AUTOCREATEOB, // produces obtype 'text' wherever it walks, v0=radius
|
|
// (only if ob of that type not already there)
|
|
F_PACKATTACK, // deal v0 extra damage of type v1 if there are
|
|
// v2 or more monsters of the same baseid
|
|
// next to the attacker
|
|
F_PHALANX, // gain v0 AR if v2 or more adj monsters matching f->text
|
|
F_MORALE, // gain +v0 in morale checks.
|
|
F_SPOTTED, // you have spotted hiding lf id v0. you lsoe this if they
|
|
// go out of sight.
|
|
F_TIMID, // monster will only move close if behind its target.
|
|
F_VULNTOSALT, // salt kills this monster
|
|
// special attack flags
|
|
F_AIMEDSTRIKE, // next attack is an aimed strike
|
|
F_COMBOSTRIKE, // lf is performing a combination strike
|
|
F_HEAVYBLOW, // next attack is a heavy blow
|
|
F_QUIVERINGPALM, // your next strike will be a quivpalm attack
|
|
F_STRIKETOKO, // your attacks will never kill, just KO.
|
|
F_TKTHROW, // when you throw an object, use your
|
|
// attrib = v0 and skilltype = v1
|
|
// rather than AGI and SK_THROWING like normal
|
|
F_TRUESTRIKE, // your attacks ALWAYS hit. turnsleft=v0
|
|
F_HURRICANESTRIKE, // lf is performing a hurricane strike
|
|
F_PROTALIGN, // attacks from lfs with aligh = v1 are repelled.
|
|
// turnsleft=v0
|
|
// INTRINSICS
|
|
F_MAGICARMOUR,// armour is magically boosted. f->text is the description
|
|
// ie 'magic armour', 'force field'
|
|
// v0 is power left.
|
|
F_ANONYMOUS, // when worn on eyes, shopkeepers can't ban you
|
|
F_ASLEEP, // lf is asleep.
|
|
// v1 is enum sleeptype st_xxx
|
|
// if v2 is set, means we are sleeping on
|
|
// purpose and will wake up when at full hp/mp/etc.
|
|
// ie. "resting"
|
|
// text = obid of light source which you turned off.
|
|
F_ATTACHEDTO, // you are attached to lf id v0, and will move with it
|
|
F_AWARENESS, // you can see 360 degrees around yourself
|
|
F_BEINGSTONED,// turn to stone when v0 drops to zero. (drops 1/turn)
|
|
F_BLIND, // cannot see anything
|
|
F_CONFUSED, // move randomly about
|
|
F_DEAF, // cannot hear
|
|
F_NEEDOBFORSPELLS, // lf can only cast spells if it has object v0
|
|
F_CASTTYPE, // lf uses enum CASTTYPE v0 for spells
|
|
// optional v1 is colour for casttype-based animations
|
|
// (ie. spit spells)
|
|
F_CAFFEINATED, // can't sleep.
|
|
F_CANEATRAW, // lf can eat raw food with no issues
|
|
F_CANCAST, // can cast the spell val0 (need MP)
|
|
F_CANHEARLF, // you can hear lifeform id v0 (show their glyph)
|
|
// this flag does not get announced.
|
|
F_LOWHPABIL, // will automatically use the ability v0 when
|
|
// this lf starts bleeding.
|
|
F_BREATHWATER, // can breath normally underwater
|
|
F_CANWILL, // can cast the spell/ability val0 without using MP
|
|
// v1 is counter untiluse
|
|
// v2 is what you need to use it
|
|
// ie. when v1 == v2, ability is ready.
|
|
// text is other options, semicolon seperated:
|
|
// pw:xx; cast the spell at power xx
|
|
// dam:xdy+b; damage
|
|
// needgrab:xx; do you need to grab first?
|
|
// range:xx;
|
|
// gaze (this is a gaze spell)
|
|
F_CHARMEDBY,// you've been charmed by lf id v0
|
|
F_CONTROL,// you control polymorphs, teleports and createmonsters
|
|
F_DETECTAURAS, // autodetect bless/curse
|
|
F_DETECTLIFE, // autodetect nearby lifeforms in orthogonal dist v0
|
|
// if v1 is true, actual lf glyphs are shown.
|
|
// otherwise just an indicative size is shown
|
|
F_DETECTMAGIC, // autodetect magic/special objects
|
|
F_DETECTMETAL, // autodetect nearby metal
|
|
F_DETECTOBS, // autodetect nearby obs of type v1 in orthog dist v0
|
|
// v1 = NA means everything.
|
|
F_DISEASEIMMUNE, // lf can't be diseased
|
|
F_DRUNK, // v0 is drunknness - 1-5.
|
|
F_ENHANCESEARCH, // gives v0 bonus on search checks.
|
|
F_ENHANCESMELL, // can 'see' scents with v0 range.
|
|
F_EXTRADAM, // do 'text' extra damage of damtype v0 when you hit
|
|
// if v1 is TRUE, also deal extra damage based on
|
|
// the flagpile's F_BONUS flag.
|
|
F_EXTRAINFO, // knows extra info
|
|
F_EXTRALUCK, // lf gets +v0 to all skill checks!
|
|
// higher chance of rare objects
|
|
// lower chance of rare monsters
|
|
F_EXTRAMP, // lf has +v0 % extra maxmp
|
|
F_FEIGNINGDEATH, // lf is pretending to be dead
|
|
F_FLYING, // lf is flying
|
|
F_FASTACT, // modifier for action speed
|
|
F_FASTMETAB, // hunger counter increases faster, poison cures faster.
|
|
// v0 is multiplier.
|
|
F_FASTMOVE, // modifier for move speed
|
|
F_FASTACTMOVE, // modifier for action and move speed
|
|
F_POISONED, // has poisoning. v0 = poison type,
|
|
// v1 = power
|
|
// text = what from.eg'a bad egg'
|
|
F_FREEZINGTOUCH,// next thing touched turns to ice!
|
|
// v1 = power
|
|
// v2 is save difficulty
|
|
F_GRABBEDBY,// you've been grabbed by lf id v0
|
|
F_GRABBING, // you are grabbing lf id v0
|
|
F_HIDING, // lifeform is hiding. v0 is modifier to stealth checks.
|
|
F_ICESLIDE, // lf has "slide" spell active.
|
|
// v0 = timeleft (since 'lifetime' is used for FROMSPELL)
|
|
F_INJURY, // v0 = enum injury, v1 = where (enum bp), v2 = damtype
|
|
// text is desc, ie "rib is cracked"
|
|
F_INVISIBLE, // lifeform is invisible
|
|
F_INVULNERABLE,// immune to most damage
|
|
// this can apply to objects too!
|
|
F_QUICKBITE, // deals v0 d d1 + d2 damage when you hit a bleeding victim
|
|
// (bypasses armour)
|
|
F_GRAVBOOSTED,// cannot walk or throw stuff
|
|
F_GRAVLESSENED,// knockback maeks you go further, can jump further
|
|
// your current load is reduce by v0 * 15kg.
|
|
F_MEDITATES, // meditates instead of sleeping.
|
|
F_MUTABLE, // you can mutate by eating corpses.
|
|
F_NEEDSWATER, // cannot survive out of deep water
|
|
F_PAIN, // take damage if you walk. v0=damtype,text is damage (xdy+z).
|
|
// if text not set, default dam is 1d2
|
|
F_PARALYZED,// cannot do anything
|
|
F_PRONE, // lying on the ground
|
|
F_FROZEN, // made of ice
|
|
F_HEAVENARM, // prevent the next v0 damage received.
|
|
// when v0 drops to <= 0, flag goes.
|
|
// text = name of armour.
|
|
F_HOLYAURA, // holy aura - attacks deal holy damage to vulnerable
|
|
// enemies.
|
|
F_LEARNBOOST, // +v0% xp and skillxp
|
|
F_LEVITATING, // like flying but uncontrolled
|
|
F_MAGSHIELD,// magnetic shield
|
|
F_NAUSEATED, // lf has a stench penalty of v0 (-v0*10 to hit).
|
|
F_NONCORPOREAL,// can walk through walls
|
|
// when this comes from the passwall spell, 'obfrom'
|
|
// be set to the ot_s_passwall.
|
|
F_OMNIPOTENT, // knows extra info
|
|
F_PHOTOMEM, // you don't forget your surroundings
|
|
F_REGENERATES, // regenerate HP at val0 per turn
|
|
F_RESISTMAG, // immunity to magic effects. v0= resist%
|
|
F_MPREGEN, // regenerate MP at val0 per turn
|
|
F_RAGE, // you are enraged. v0/v1 will be set to player's old hp/maxhp
|
|
F_REFLECTION, // missiles are reflected back at thrower
|
|
F_RETALIATE, // deal damage to anyone who hits you
|
|
// v0=ndice, v1=dsides, v2=damtype, text=obname
|
|
// text must have at least TWO words
|
|
F_RISEASGHOST, // become a ghost when you die.
|
|
F_SEEINDARK, // nightvis range is val0
|
|
F_SEEINVIS, // can see invisible things
|
|
F_SPIDERCLIMB, // lf can climb at 100% success rate
|
|
F_SILENTMOVE, // lf makes no noise when walking/flying
|
|
F_SIXTHSENSE, // warned about nearby enemies. v0 = power.
|
|
F_STABILITY, // doesn't slip over
|
|
F_STAMREGEN, // boost stamina regeneration at 'text' per turn
|
|
// (this is a float)
|
|
F_STENCH, // on lifeforms:
|
|
// creatures within v0 gain f_nauseated = v1
|
|
// on objects:
|
|
// creatures standing on it gain f_nauseated = v1
|
|
F_STUNNED, // cannot attack or cast spells
|
|
F_TREMORSENSE, // doesn't need eyes to see, can see in dark with v0
|
|
F_PRODUCESLIGHT, // produces light of val0 radius.
|
|
// (but not for obs in pack)
|
|
// if val2 is true, will only make light if ob
|
|
// is activated!
|
|
F_SLOWACT, // modifier for action speed
|
|
F_SLOWMETAB, // hunger counter increases slower, poison cures slower.
|
|
// v0 is multiplier
|
|
F_SLOWMOVE, // modifier for move speed
|
|
F_SLOWACTMOVE, // modifier for move and action speed
|
|
F_XRAYVIS, //val0=num of walls we can see through
|
|
F_CANSEETHROUGHMAT, //val0=kind of material you can see through
|
|
F_CANSEETHROUGHLF, // larger lifeforms don't block los for us
|
|
F_SPRINTING, // you are sprinting.
|
|
F_WINDSHIELD,// has a windshield protecting against missiles of speed
|
|
// v0 or lower.
|
|
F_DODGES, // you dodge missed attacks
|
|
F_NOTIME, // this lf's actions don't take time
|
|
// skills
|
|
F_HASSKILL, // lf has skill v0 at level v1
|
|
// if v2 is B_TRUE, it means we've used this
|
|
// skill since gaining/increasing it.
|
|
// (ie. it's a candidate for a random increase
|
|
// at levelup)
|
|
F_PRACTICINGSKILL, // lf is practicing skill v0
|
|
// COMBAT
|
|
F_MAXATTACKS, // v0 = min # attacks this lf can make per round
|
|
// v1 = max # attacks this lf can make per round
|
|
F_HASATTACK, // v0 = obid to use when attacking unarmed
|
|
// if v1 is set, it overrides DR(damagerating)
|
|
// if text is set, it overrides the damage
|
|
F_EVASION, // % chance of evading an attack
|
|
|
|
// healing/resting/training
|
|
F_HASNEWLEVEL, // we have a new xp lev, but haven't trained yet.
|
|
F_STATGAINREADY, // ready to increase str/int etc. v2 is how many times
|
|
// we can do it.
|
|
F_INTERRUPTED, // somethign interrupted our rest. stop!
|
|
F_EATING, // lf is eating obid v0
|
|
F_DIGGING, // v0/v1 = cell where lf is digging.
|
|
// v2 is how much to dig per turn.
|
|
F_TRAINING, // are we training? cleared on any action other than rest.
|
|
// v0 = current training amount
|
|
// v1 = training target.
|
|
// when v0 == v1 , you finish trainign.
|
|
F_RESTUNTILBETTER, // resting until we have full mp/hp/stam
|
|
//F_RESTUNTILHP, // resting until we have full hp
|
|
//F_RESTUNTILMP, // resting until we have full mp
|
|
F_RESTUNTILALLIES, // resting until allies have full hp
|
|
//
|
|
F_RUNNING, // are we running? (shift+dir)
|
|
// v0 is last dir moved.
|
|
// v1 is whether we have turned yet.
|
|
// v2 = what walls to our left and right are:
|
|
// 0 = l+r cells clear
|
|
// 1 = l cell walled, r cell clear
|
|
// 2 = l cell clear, r cell walled
|
|
// 3 = l+r cells walled
|
|
// nutrition
|
|
F_HUNGER, // val0 = hunger, higher = hungrier
|
|
|
|
// for jobs (job flags)
|
|
F_SELECTWEAPON, // this job gets to pick their starting weapon
|
|
F_NOPLAYER, // players can't pick this job
|
|
F_HASPET, // this job starts with a pet of race f->text
|
|
F_CANHAVESUBJOB, // this job can have subjob = v0
|
|
//F_IFPCT, // only add the NEXT job flag if rnd(1,100) <= v0.
|
|
//F_ELSE,
|
|
//F_IFPLAYER,
|
|
//F_IFMONSTER,
|
|
//F_ENDIFPLAYER,
|
|
//F_ENDIFMONSTER,
|
|
F_LEVSKILL, // at level v0, this job gains 1 point in skill v1
|
|
F_LEVABIL, // at level v0, this job gains f_canwill v1.
|
|
// v2 = how often you can do it (or NA for unlimited)
|
|
// text = options
|
|
F_LEVSPELL, // at level v0, this job gains f_cancast v1.
|
|
F_LEVSPELLSCHOOL, // at level v0, this job gains f_cancast for a spell
|
|
// of their choice from school v1. if v1 is SS_NONE, they can
|
|
// pick from any school they are skilled in.
|
|
// if v0 is >100, this triggers every (v0-100) levels.
|
|
F_LEVSPELLSCHOOLFROMX, // at level v0, this job gains f_cancast for a
|
|
// spell from school v1. you can pick one from
|
|
// v2. if v1 is SS_NONE, they can
|
|
// pick from any school they are skilled in.
|
|
// if v0 is >100, this triggers every (v0-100) levels.
|
|
F_LEVFLAG, // at level v0, this job gains flagid v1, flagval0=v2,
|
|
// flagtext = text
|
|
|
|
// vault flags
|
|
F_AUTODOORS, // automatically create at least one door
|
|
// v0 is pct chance of door (as opposed to empty
|
|
// doorway with no door).
|
|
F_AUTOPOPULATE, // fill this vault with obs/mons/pillars like normal rooms
|
|
F_MAINTAINEDGE, // when calling fixreachability(), only allow
|
|
// corridors to enter this vault through cells
|
|
// marked as exits.
|
|
F_NORANDOM, // this vault does not randomly appear
|
|
// OR this spell doesn't apear in books
|
|
F_MONSTERSSTAY, // monsters in this vault won't leave it
|
|
F_VAULTATOB, // v0/1=x/y, v2=pctchance, text=obname
|
|
F_VAULTATLF, // v0/1=x/y, v2=pctchance, text=lfname
|
|
F_VAULTATCELL, // v0/1=x/y, v2=pctchance, text=cellname
|
|
F_VAULTATONEOF, // v0=thingtype, v1 = pctchance
|
|
// text=(x,y)(x,y)(x,y)...(x,y) thingname
|
|
F_VAULTBOX, // v0=thingtype, v1=pctchance, v2=fill?, text=x1,y1,x2,y2,thingname
|
|
F_VAULTENTERTEXT, // text = what to show when player enters
|
|
F_VAULTDLEVMIN, // v0 = mininum map depth/difficulty for this vault
|
|
F_VAULTDLEVMAX, // v0 = maximum map depth/difficulty for this vault
|
|
F_VAULTEXIT, // v0/1=x,y for exit.
|
|
F_VAULTGOESIN, // this vault randomly appears in habitat type v0.
|
|
// can be repeated multiple times
|
|
// if a vault doesnt have this flag, it can go anywhere
|
|
F_VAULTISPLAYERSTART, // player can start in this vault
|
|
//F_VAULTISSHOP, // this vault is a shop, so add f_shopitem to objects
|
|
// here.
|
|
F_VAULTISSHRINE, // this vault is a godstone shrine
|
|
F_VAULTRARITY, // v0=rr_xxx
|
|
F_VAULTSCATTER, // v0=thingtype, v1=pctchance
|
|
// text=x1,y1,x2,y2,mincount-maxcount,thingname
|
|
// if maxcount is PCT, mincount is a percentage
|
|
// of the total space.
|
|
F_VAULTTAG, // vault has tag 'text'. for use with
|
|
// vt_rndvaultwithtag.
|
|
F_VAULTMAYROTATE, // may rotate this vault in 90degree increments.
|
|
F_VAULTMAYFLIPX, // may flip this vault horizontally
|
|
F_VAULTMAYFLIPY, // may flip this vault vertically
|
|
F_VAULTNOLINK, // this vault doesn't have to be connected to the
|
|
// rest of the map.
|
|
F_VAULTRANDOMMAP, // v0=minwidth, v1=minheight. this vault's map is
|
|
// v0/1 can be NA.
|
|
// OPTIONAL: v2 = floor cell type id
|
|
// OPTIONAL: text = wall cell type id (int)
|
|
// just a normal random room
|
|
F_KEEPMARGIN, // this vault must be at least v0 from e/w of map
|
|
// and at least v1 from n/s of map
|
|
F_NULL = -1
|
|
};
|
|
|
|
// move reasons
|
|
enum MOVEREASON {
|
|
MR_OTHER,
|
|
MR_LF,
|
|
MR_OB,
|
|
};
|
|
|
|
|
|
// hunger levels
|
|
enum HUNGER {
|
|
H_STUFFED = -2,
|
|
H_FULL = -1,
|
|
H_NONE = 0,
|
|
H_PECKISH = 1,
|
|
H_HUNGRY = 2,
|
|
H_VHUNGRY = 3,
|
|
H_STARVING = 4,
|
|
H_STARVED = 5
|
|
};
|
|
|
|
// injuries
|
|
enum INJURY {
|
|
IJ_NONE,
|
|
// bashing
|
|
IJ_ANKLESWOLLEN,
|
|
IJ_HANDSWOLLEN,
|
|
IJ_BLACKEYE,
|
|
IJ_CONCUSSION,
|
|
IJ_FINGERBROKEN,
|
|
IJ_LEGBROKEN,
|
|
IJ_LEGBRUISE,
|
|
IJ_NOSEBROKEN,
|
|
IJ_RIBBROKEN, // can be from explosive too
|
|
IJ_RIBCRACKED, // can be from explosive too
|
|
IJ_SHOULDERDISLOCATED,
|
|
IJ_TAILBRUISED,
|
|
IJ_TAILBROKEN,
|
|
IJ_TORSOBRUISED,
|
|
IJ_TORSOBRUISEDBAD,
|
|
IJ_WINDED,
|
|
IJ_WINDPIPECRUSHED,
|
|
IJ_WINGBRUISED,
|
|
// slashing
|
|
IJ_ARTERYPIERCE,
|
|
IJ_CHESTBLEED,
|
|
IJ_HAMSTRUNG,
|
|
IJ_HANDBLEED,
|
|
IJ_LEGBLEED,
|
|
IJ_TENDONCUT,
|
|
IJ_FINGERMISSING,
|
|
IJ_EYELIDSCRAPED,
|
|
IJ_EYEDESTROYED,
|
|
IJ_TAILBLEED,
|
|
IJ_WINGBLEED,
|
|
IJ_WINGTORN,
|
|
// explosive
|
|
IJ_EARSRINGING,
|
|
IJ_HANDMISSING,
|
|
IJ_LUNGCOLLAPSED,
|
|
IJ_TAILLACERATED,
|
|
IJ_WINGDESTROYED,
|
|
};
|
|
|
|
|
|
#define PIETYPRAYLOSS 75
|
|
|
|
#define PIETY_MIN -200
|
|
#define PIETY_MAX 400
|
|
enum PIETYLEV {
|
|
PL_ENRAGED = -4,
|
|
PL_FURIOUS = -3,
|
|
PL_ANGRY = -2,
|
|
PL_TOLERATED = -1,
|
|
PL_INDIFFERENT = 0,
|
|
PL_PLEASED = 1,
|
|
PL_DELIGHTED = 2,
|
|
PL_ECSTATIC = 3,
|
|
};
|
|
|
|
enum LIGHTLEV {
|
|
L_PERMDARK = -1,
|
|
L_NOTLIT = 0,
|
|
L_TEMP = 1,
|
|
L_PERMLIGHT = 2,
|
|
};
|
|
|
|
|
|
// spell targets
|
|
enum SPELLTARGET {
|
|
ST_NONE = 0, // dont cast at all. for debugging.
|
|
ST_VICTIM, // cast at victim
|
|
ST_ADJVICTIM, // cast at victim who is next to us
|
|
ST_SELF, // cast at myself
|
|
ST_ADJSELF, // cast at self, while next to victim
|
|
ST_ANYWHERE, // cast anywere
|
|
ST_SPECIAL, // spell targetting will be hardcoded
|
|
};
|
|
|
|
|
|
// errors
|
|
enum ERROR {
|
|
E_OK = 0,
|
|
E_WALLINWAY = 1,
|
|
E_LFINWAY,
|
|
E_NOSPACE,
|
|
E_BADCLIMBDIR,
|
|
E_STOPCLIMBING,
|
|
E_SELNOTHING,
|
|
E_ALREADYUSING,
|
|
E_WEARINGSOMETHINGELSE,
|
|
E_NOUNARMEDATTACK,
|
|
E_NOTEQUIPPED,
|
|
E_NOPICKUP,
|
|
E_STUCK,
|
|
E_MONSTERNEARBY,
|
|
E_NOEFFECT,
|
|
E_FAILED,
|
|
E_WRONGCELLTYPE,
|
|
E_OBINWAY,
|
|
E_TOOHEAVY,
|
|
E_TOOHARD,
|
|
E_NOHANDS,
|
|
E_NOPACK,
|
|
E_INSUBSTANTIAL,
|
|
E_WRONGOBTYPE,
|
|
E_CURSED,
|
|
E_NOLOS,
|
|
E_NOLOF,
|
|
E_IMPOSSIBLE,
|
|
E_NOTARGET,
|
|
E_NOAMMO,
|
|
E_GRAVBOOSTED,
|
|
E_NOMP,
|
|
E_NOSTAM,
|
|
E_NOSPELLS,
|
|
E_AVOIDOB,
|
|
E_FROZEN,
|
|
E_TOOBIG,
|
|
E_TOOSMALL,
|
|
E_NOTREADY,
|
|
E_BLIND,
|
|
E_GRABBEDBY,
|
|
E_CANTMOVE,
|
|
E_NOTKNOWN,
|
|
E_TOOPOWERFUL,
|
|
E_NEEDGRAB,
|
|
E_DOORINWAY,
|
|
E_NOCANNIBUL,
|
|
E_LOWCON,
|
|
E_LOWDEX,
|
|
E_LOWIQ,
|
|
E_LOWSTR,
|
|
E_LOWCHA,
|
|
E_LOWWIS,
|
|
E_WONT,
|
|
E_OFFMAP,
|
|
E_STUNNED,
|
|
// charm failure reasons
|
|
// LOWIQ
|
|
E_UNDEAD,
|
|
E_DRUNK,
|
|
//
|
|
E_NOBP,
|
|
E_DOESNTFIT,
|
|
E_VEGETARIAN,
|
|
E_PARTVEGETARIAN,
|
|
E_CARNIVORE,
|
|
E_NOOB,
|
|
E_LEVITATING,
|
|
E_PRONE,
|
|
E_PENTAGRAM,
|
|
E_SWIMMING,
|
|
E_CLIMBING,
|
|
E_DANGEROUS,
|
|
E_INJURED,
|
|
};
|
|
|
|
|
|
enum COMMAND {
|
|
CMD_AIM,
|
|
CMD_CLOSE,
|
|
CMD_COMMS,
|
|
CMD_DOWN,
|
|
CMD_DROP,
|
|
CMD_DROPMULTI,
|
|
CMD_EAT,
|
|
CMD_FIRE,
|
|
CMD_FIRENEW,
|
|
CMD_FORCEATTACK,
|
|
CMD_HELP,
|
|
CMD_INFOARMOUR,
|
|
CMD_INFOKNOWLEDGE,
|
|
CMD_INFOPLAYER,
|
|
CMD_INV,
|
|
CMD_LOOKAROUND,
|
|
CMD_LOOKHERE,
|
|
CMD_MAGIC,
|
|
CMD_MEMMAGIC,
|
|
CMD_MSGHIST,
|
|
CMD_OFFER,
|
|
CMD_OPERATE,
|
|
CMD_PICKUP,
|
|
CMD_POUR,
|
|
CMD_QUAFF,
|
|
CMD_QUIT,
|
|
CMD_READ,
|
|
CMD_REST,
|
|
CMD_RESTFULL,
|
|
CMD_SAVEQUIT,
|
|
CMD_TAKEOFF,
|
|
CMD_THROW,
|
|
CMD_UP,
|
|
CMD_WEAR,
|
|
CMD_WEILD,
|
|
CMD_EXCHANGE,
|
|
};
|
|
|
|
|
|
typedef struct npcname_s {
|
|
char *name;
|
|
int valid;
|
|
} npcname_t;
|
|
|
|
typedef struct coord_s {
|
|
int x,y;
|
|
} coord_t;
|
|
|
|
enum BODYTYPE {
|
|
BT_BIRD,
|
|
BT_FISH,
|
|
BT_HUMANOID,
|
|
BT_QUADRAPED,
|
|
BT_SNAKE,
|
|
BT_SPIDER,
|
|
};
|
|
|
|
typedef struct bodypart_s {
|
|
enum BODYPART id;
|
|
char *name;
|
|
int armourok;
|
|
} bodypart_t;
|
|
|
|
// command types
|
|
typedef struct command_s {
|
|
enum COMMAND id;
|
|
char ch;
|
|
char *desc;
|
|
struct command_s *next, *prev;
|
|
} command_t;
|
|
|
|
typedef struct warning_s {
|
|
char *text;
|
|
int lifetime;
|
|
struct warning_s *next, *prev;
|
|
} warning_t;
|
|
|
|
enum OPTION {
|
|
OPT_ALWAYSSHOWTRAILS,
|
|
OPT_AUTORELOAD,
|
|
OPT_RETRIEVE_MISSILES,
|
|
OPT_STOPRUNONNOISE,
|
|
};
|
|
|
|
typedef struct option_s {
|
|
enum OPTION id;
|
|
char *text;
|
|
int letter;
|
|
int enabled;
|
|
int def;
|
|
struct option_s *next, *prev;
|
|
} option_t;
|
|
|
|
enum REGIONTYPE {
|
|
RG_CAVE,
|
|
RG_WORLDMAP,
|
|
RG_MAINDUNGEON,
|
|
RG_HEAVEN,
|
|
RG_PIT,
|
|
RG_SEWER,
|
|
RG_STOMACH,
|
|
};
|
|
|
|
enum HABITAT {
|
|
H_CAVE = 1,
|
|
H_DUNGEON = 2,
|
|
H_FOREST = 3,
|
|
H_HEAVEN = 4,
|
|
H_PIT = 5,
|
|
H_VILLAGE = 6,
|
|
H_SEWER = 7,
|
|
H_STOMACH = 8,
|
|
H_SWAMP = 9,
|
|
H_ALL = 999
|
|
};
|
|
|
|
typedef struct regiontype_s {
|
|
enum REGIONTYPE id;
|
|
enum HABITAT defaulthabitat;
|
|
char *name;
|
|
int pluralname;
|
|
int maxdepth;
|
|
int stairsperlev;
|
|
int deeperdir;
|
|
int majorbranch;
|
|
int depthmod;
|
|
struct regiontype_s *next, *prev;
|
|
} regiontype_t;
|
|
|
|
enum REGIONTHING {
|
|
RT_HABITAT, // val is habitat
|
|
RT_OBJECT, // what is object name
|
|
RT_REGIONLINK, // val is enum regiontype to link to.
|
|
// what is stair object type
|
|
RT_VAULT, // what is vaultname
|
|
RT_RNDVAULTWITHFLAG, // val is wantedflag
|
|
RT_RNDVAULTWITHTAG, // what is wanted tag
|
|
};
|
|
|
|
typedef struct regionthing_s {
|
|
struct regionoutline_s *parent;
|
|
int id;
|
|
int depth; // only need depth OR x,y
|
|
int x,y;
|
|
enum REGIONTHING whatkind;
|
|
int value;
|
|
char *what;
|
|
} regionthing_t;
|
|
|
|
#define MAXOUTLINETHINGS 60
|
|
typedef struct regionoutline_s {
|
|
int id;
|
|
regiontype_t *rtype;
|
|
regionthing_t thing[MAXOUTLINETHINGS];
|
|
int nthings;
|
|
struct regionoutline_s *next, *prev;
|
|
} regionoutline_t;
|
|
|
|
// a region is a link of a regiontype and an outline
|
|
typedef struct region_s {
|
|
int id;
|
|
regiontype_t *rtype;
|
|
regionoutline_t *outline;
|
|
struct region_s *parentregion;
|
|
int nthings; // is this used???
|
|
int depthmod;
|
|
int createdbymapid; // which map ID created this region ?
|
|
// used to figure out which regions to delete
|
|
// if/when we have to regenerate a map.
|
|
// -1 means "Created at start of game"
|
|
struct region_s *next, *prev;
|
|
} region_t;
|
|
|
|
typedef struct habitat_s {
|
|
enum HABITAT id;
|
|
char *name;
|
|
int randthingpct; // % chance each empty cell has something
|
|
int randobpct; // % chance that 'something' is an ob rather than monster
|
|
int randvaultpct; // % chance that a room will be a vault
|
|
int maxvisrange;
|
|
enum OBTYPE upstairtype, downstairtype;
|
|
enum CELLTYPE emptycelltype,solidcelltype;
|
|
struct habitat_s *next, *prev;
|
|
} habitat_t;
|
|
|
|
typedef struct poisontype_s {
|
|
enum POISONTYPE id;
|
|
char *name;
|
|
char *desc;
|
|
char *damverb; // can use macros: YOU YOUR and #S
|
|
enum OBTYPE vomitob;
|
|
int dam;
|
|
int dampct;
|
|
enum POISONSEVERITY severity;
|
|
struct poisontype_s *next, *prev;
|
|
} poisontype_t;
|
|
|
|
typedef struct subjob_s {
|
|
enum SUBJOB id;
|
|
char *name;
|
|
char *desc;
|
|
char letter;
|
|
struct subjob_s *next, *prev;
|
|
} subjob_t;
|
|
|
|
typedef struct room_s {
|
|
int id;
|
|
int x1,y1,x2,y2;
|
|
struct vault_s *vault;
|
|
int exitslinked; // don't need to save this.
|
|
} room_t;
|
|
|
|
enum ILLUMINATION {
|
|
IL_FULLLIT, // all cells are light
|
|
IL_WELLLIT, // dark, candelabras in every room, moss every 4 steps
|
|
IL_DIM, // dark, torches in every room, moss every 6 steps
|
|
IL_SHADOWY, // dark, torches in some rooms, moss every 8 steps
|
|
IL_FULLDARK, // occasionally moss in rooms
|
|
};
|
|
|
|
typedef struct map_s {
|
|
int id;
|
|
region_t *region;
|
|
int depth;
|
|
enum ILLUMINATION illumination;
|
|
struct room_s room[MAXMAPROOMS];
|
|
int nrooms; // how many rooms on this map
|
|
char *name; // name of this map
|
|
habitat_t *habitat;
|
|
long lastplayervisit;
|
|
unsigned int seed;
|
|
int w,h; // width/height of this map
|
|
struct cell_s *cell[MAX_MAPW*MAX_MAPH]; // list of cells in this map
|
|
int nextmap[MAXDIR_MAP]; // which map is in each direction
|
|
int beingcreated;
|
|
int nfixedrooms; // used for map creation only, not saved.
|
|
|
|
struct lifeform_s *lf,*lastlf;
|
|
|
|
struct flagpile_s *flags;
|
|
|
|
struct map_s *next, *prev;
|
|
} map_t; //////////////// remember to modify save/load for new props!!
|
|
|
|
#define MAXVAULTARGS 10
|
|
|
|
enum VAULTSTATE {
|
|
VS_ALLOCATED,
|
|
VS_NOID,
|
|
VS_LOADING,
|
|
VS_LOADINGMAP,
|
|
VS_LOADINGLEGEND,
|
|
VS_LOADINGFLAGS,
|
|
};
|
|
|
|
enum VAULTTHING {
|
|
VT_NONE,
|
|
VT_EXIT,
|
|
VT_OB,
|
|
VT_LF,
|
|
VT_CELL,
|
|
};
|
|
|
|
typedef struct vlegend_s {
|
|
char ch;
|
|
enum VAULTTHING tt;
|
|
char *what;
|
|
int pct;
|
|
struct vault_s *vault;
|
|
struct vlegend_s *next, *prev;
|
|
} vlegend_t;
|
|
|
|
// in map[0], data is the real data
|
|
// in others, data is an index into map[0]
|
|
typedef struct vaultmap_s {
|
|
int data[MAX_MAPW*MAX_MAPH];
|
|
int mlen;
|
|
int w,h;
|
|
} vaultmap_t;
|
|
|
|
typedef struct vault_s {
|
|
char *filename;
|
|
char *id;
|
|
int numid;
|
|
int valid;
|
|
int state;
|
|
struct vaultmap_s map[4];
|
|
int nmaps;
|
|
struct vlegend_s *legend, *lastlegend;
|
|
struct vault_s *next, *prev;
|
|
struct flagpile_s *flags;
|
|
} vault_t;
|
|
|
|
typedef struct glyph_s {
|
|
int ch;
|
|
int colour;
|
|
} glyph_t;
|
|
|
|
typedef struct buildingusage_s {
|
|
enum OBTYPE oid;
|
|
int count;
|
|
} buildingusage_t;
|
|
|
|
typedef struct hiddennamewithcol_s {
|
|
char *name;
|
|
enum COLOUR col;
|
|
} hiddennamewithcol_t;
|
|
|
|
enum MAPSHAPE {
|
|
MS_NORMAL,
|
|
MS_CROSS,
|
|
MS_CIRCLE,
|
|
MS_TURRET,
|
|
};
|
|
#define MAXMAPSHAPES (4)
|
|
|
|
enum CORRIDORTYPE {
|
|
CDT_NORMAL, // make corridors, remove deadends, add rooms, autolink
|
|
CDT_SIMPLE, // add rooms, autolink
|
|
};
|
|
|
|
typedef struct cell_s {
|
|
map_t *map; // pointer back to map
|
|
int x,y; // map coords
|
|
struct room_s *room;
|
|
struct celltype_s *type;
|
|
struct obpile_s *obpile;
|
|
enum LIGHTLEV lit;
|
|
enum LIGHTLEV origlit; // for timed light
|
|
enum LIGHTLEV lastlit;
|
|
habitat_t *habitat;
|
|
int origlittimer;
|
|
int littimer;
|
|
int hp;
|
|
|
|
char *writing;
|
|
int writinglifetime;
|
|
|
|
int locked; // cannot make rooms on top of this.
|
|
|
|
// lifeform pile
|
|
struct lifeform_s *lf;
|
|
// known to player?
|
|
int known;
|
|
struct glyph_s knownglyph;
|
|
int knowntime;
|
|
int isroomwall;
|
|
|
|
// FOR CONSTRUCTION
|
|
int visited;
|
|
int filled;
|
|
} cell_t;
|
|
|
|
typedef struct celltype_s {
|
|
int id; // eg. dungeonfloor, wall, door
|
|
struct glyph_s glyph;
|
|
/*
|
|
char glyph; // how to display it
|
|
int colour; // which colour?
|
|
*/
|
|
char *name; // name of cell type
|
|
int solid; // can you walk through it?
|
|
int transparent; // can you see through it?
|
|
int floorheight; // 0 is default. <0 is low.
|
|
int hp; // hit points left. <0 = invulnerable
|
|
struct material_s *material;
|
|
|
|
struct flagpile_s *flags;
|
|
|
|
struct celltype_s *next, *prev;
|
|
|
|
} celltype_t;
|
|
|
|
typedef struct raceclass_s {
|
|
enum RACECLASS id;
|
|
char *name;
|
|
char *pluralname;
|
|
enum SKILL skill;
|
|
struct raceclass_s *next, *prev;
|
|
} raceclass_t;
|
|
|
|
typedef struct race_s {
|
|
enum RACE id;
|
|
enum RACE baseid;
|
|
struct raceclass_s *raceclass;
|
|
struct material_s *material;
|
|
char *name;
|
|
char *desc;
|
|
struct glyph_s glyph;
|
|
float weight;
|
|
struct flagpile_s *flags;
|
|
struct bodypart_s bodypart[MAXBODYPARTS];
|
|
int nbodyparts;
|
|
int known;
|
|
|
|
// speed modifiers
|
|
// hit dice
|
|
struct race_s *next, *prev;
|
|
} race_t;
|
|
|
|
typedef struct lifeform_s {
|
|
int id;
|
|
int controller;
|
|
struct race_s *race;
|
|
int level;
|
|
int newlevel;
|
|
long xp,skillxp;
|
|
int skillpoints;
|
|
long totskillpoints;
|
|
int hp,maxhp;
|
|
int mp,maxmp;
|
|
float stamina;
|
|
int alive;
|
|
int lastdamlf; // id of lf who just hurt us
|
|
char *lastdam;
|
|
char *killverb;
|
|
struct material_s *material;
|
|
enum DAMTYPE lastdamtype;
|
|
|
|
int timespent;
|
|
int sorted;
|
|
|
|
int att[MAXATTS];
|
|
int baseatt[MAXATTS];
|
|
int origatt[MAXATTS];
|
|
|
|
float forgettimer;
|
|
|
|
struct obpile_s *pack;
|
|
struct obpile_s *polypack; // for melded objects when polymorphed
|
|
|
|
struct flagpile_s *flags;
|
|
|
|
int created; // set to TRUE once lf creation is done.
|
|
|
|
int polyrevert; // about to revert form a polymorph?
|
|
|
|
int turnsskipped; // don't need to save this
|
|
|
|
// for loading
|
|
long oblist[MAXPILEOBS];
|
|
int x,y;
|
|
|
|
int facing; // which way are we facing
|
|
int turncounter; // keeps track of # direction changes in a row
|
|
|
|
int losdirty;
|
|
int nlos; // cells which we can see
|
|
cell_t **los;
|
|
int nlosdark; // cells which we'd be able to see if they
|
|
cell_t **losdark; // were lit.
|
|
//int *viscell;
|
|
int visw;
|
|
int visrange;
|
|
int eyeadjustment; // have your eyes adjusted to the dark?
|
|
// your nightvision is increased by eyeadj / 10
|
|
// max is MAX_EYEADJ
|
|
|
|
int damlastturn; // for hp bar. not saved.
|
|
int mplastturn; // for mp bar. not saved.
|
|
float stamlastturn; // for stam bar. not saved.
|
|
int bartimer; // not saved.
|
|
|
|
// tracks whether this lf has rotated or not this turn.
|
|
// the first rotation in a turn is free, others cost time.
|
|
int rotated;
|
|
|
|
// set to TRUE after lf has being created
|
|
int born;
|
|
|
|
// for ai movement and pushers. DO save these.
|
|
struct cell_s *prevcell[2];
|
|
|
|
struct cell_s *cell;
|
|
struct lifeform_s *next, *prev;
|
|
} lifeform_t;
|
|
|
|
|
|
typedef struct obpile_s {
|
|
lifeform_t *owner;// } Only one of
|
|
cell_t *where; // } these should be
|
|
struct object_s *parentob; // } filled in
|
|
struct object_s *first,*last;
|
|
|
|
// for loading
|
|
long oblist[MAXPILEOBS];
|
|
} obpile_t;
|
|
|
|
|
|
typedef struct flagpile_s {
|
|
lifeform_t *owner;
|
|
struct object_s *ob;
|
|
struct flag_s *first,*last;
|
|
|
|
struct flag_s *item[MAXFLAGS];
|
|
int nitems;
|
|
} flagpile_t;
|
|
|
|
typedef struct altflagval_s {
|
|
enum FLAG id;
|
|
int val[3];
|
|
char *text;
|
|
} altflagval_t;
|
|
|
|
typedef struct flag_s {
|
|
enum FLAG id;
|
|
int nvals;
|
|
int val[3];
|
|
char *text;
|
|
struct altflagval_s *altval; // don't need to save this.
|
|
enum FLAGCONDITION condition;
|
|
int chance;
|
|
|
|
long obfrom; // for conferred flags, link to object->id. -1 if not conferred.
|
|
// also used for godgifts, in which case it is thr race->id of
|
|
// the god who gifted you this flag.
|
|
|
|
//
|
|
int known;
|
|
int lifetime;
|
|
|
|
struct flagpile_s *pile;
|
|
struct flag_s *next, *prev;
|
|
} flag_t;
|
|
|
|
|
|
typedef struct material_s {
|
|
enum MATERIAL id;
|
|
char *name;
|
|
float weightrating;
|
|
struct flagpile_s *flags;
|
|
struct material_s *next,*prev;
|
|
} material_t;
|
|
|
|
|
|
typedef struct skill_s {
|
|
enum SKILL id;
|
|
char *name;
|
|
char *desc;
|
|
enum SKILLLEVEL skilldesclev[MAXSKILLLEVEL*2];
|
|
char *skilldesctext[MAXSKILLLEVEL*2];
|
|
int skilldescmsg[MAXSKILLLEVEL*2];
|
|
int nskilldesc;
|
|
int traintime;
|
|
struct skill_s *next, *prev;
|
|
} skill_t;
|
|
|
|
typedef struct hiddenname_s {
|
|
enum OBCLASS obclass;
|
|
char *text;
|
|
int used;
|
|
struct hiddenname_s *next, *prev;
|
|
} hiddenname_t;
|
|
|
|
|
|
#define MAXRECIPEINGREDIENTS 5
|
|
typedef struct recipe_s {
|
|
int ningredients;
|
|
enum OBTYPE ingredient[MAXRECIPEINGREDIENTS];
|
|
int count[MAXRECIPEINGREDIENTS];
|
|
int consume[MAXRECIPEINGREDIENTS];
|
|
enum OBTYPE result;
|
|
struct recipe_s *next, *prev;
|
|
} recipe_t;
|
|
|
|
typedef struct knowledge_s {
|
|
enum OBTYPE id;
|
|
char *hiddenname;
|
|
int known;
|
|
char *triedon;
|
|
struct knowledge_s *next, *prev;
|
|
} knowledge_t;
|
|
|
|
typedef struct job_s {
|
|
enum JOB id;
|
|
char *name;
|
|
char *desc;
|
|
flagpile_t *flags;
|
|
struct job_s *next, *prev;
|
|
} job_t;
|
|
|
|
#define MAXOCNOUNS 5
|
|
typedef struct objectclass_s {
|
|
enum OBCLASS id;
|
|
enum RARITY rarity;
|
|
char *name;
|
|
char *desc;
|
|
char *noun[MAXOCNOUNS];
|
|
int nnouns;
|
|
glyph_t glyph;
|
|
struct flagpile_s *flags;
|
|
struct objectclass_s *next, *prev;
|
|
} objectclass_t;
|
|
|
|
typedef struct objecttype_s {
|
|
enum OBTYPE id;
|
|
char *name;
|
|
char *desc;
|
|
struct objectclass_s *obclass;
|
|
material_t *material;
|
|
enum LFSIZE size;
|
|
float weight; // in kilograms
|
|
struct flagpile_s *flags;
|
|
struct objecttype_s *next, *prev;
|
|
} objecttype_t;
|
|
|
|
typedef struct object_s {
|
|
long id; // unique for every ob in the game!
|
|
struct objecttype_s *type;
|
|
struct obpile_s *pile; // reverse pointer back to pile
|
|
// these variables are initially
|
|
// inherited from objecttype:
|
|
material_t *material;
|
|
float weight; // in kilograms
|
|
// flags
|
|
// these variables are NOT inherited
|
|
char *inscription;
|
|
char letter;
|
|
enum BLESSTYPE blessed;
|
|
int blessknown;
|
|
int amt; // for stackable objects
|
|
long birthtime;
|
|
int dying; // not saved, just used to avoid flag messages for dying
|
|
// objects.
|
|
flagpile_t *flags;
|
|
|
|
struct obpile_s *contents;
|
|
|
|
struct object_s *next, *prev;
|
|
} object_t;
|
|
|
|
// wetness
|
|
enum WETNESS {
|
|
W_DRY = 0,
|
|
W_DAMP = 1,
|
|
W_WET = 2,
|
|
W_SOAKED = 3,
|
|
};
|
|
enum RUSTINESS {
|
|
R_RUSTY = 1,
|
|
R_VRUSTY = 2,
|
|
R_TRUSTY = 3,
|
|
};
|
|
|
|
enum OBMOD {
|
|
OM_BLOODSTAINED,
|
|
OM_ENCHANTED,
|
|
OM_FLAMING,
|
|
OM_FROZEN,
|
|
OM_HEADLESS,
|
|
OM_MASTERWORK,
|
|
OM_POISONED,
|
|
OM_SHODDY,
|
|
OM_WET1,
|
|
OM_WET2,
|
|
OM_WET3,
|
|
OM_RUSTY1,
|
|
OM_RUSTY2,
|
|
OM_RUSTY3,
|
|
};
|
|
#define MAXOBMODS 4
|
|
|
|
enum BRAND {
|
|
BR_BALANCE,
|
|
BR_MERCY,
|
|
BR_NIMBLENESS,
|
|
BR_FEEBLENESS,
|
|
BR_FLIGHT,
|
|
BR_GIANTSTRENGTH,
|
|
BR_HEALTH,
|
|
BR_HOMING,
|
|
BR_IMPACT,
|
|
BR_THINKING,
|
|
BR_KNOWLEDGE,
|
|
BR_LEVITATION,
|
|
BR_LIFESUCK,
|
|
BR_PROTECTION,
|
|
BR_FEATHERFALL,
|
|
BR_ANTIMAG,
|
|
BR_CONCEALMENT,
|
|
BR_SHARPNESS,
|
|
BR_PUNISHMENT,
|
|
BR_PYROMANIA,
|
|
BR_REVENGE,
|
|
BR_REFLECTION,
|
|
BR_SHADOWS,
|
|
BR_SLOTH,
|
|
BR_SPEED,
|
|
BR_SPIDERCLIMB,
|
|
BR_STEALTH,
|
|
BR_POWER,
|
|
BR_SWIFTNESS,
|
|
BR_TELEKINESIS,
|
|
BR_TELEPATHY,
|
|
BR_WEAKNESS,
|
|
BR_SLAY_ANIMAL,
|
|
BR_SLAY_DRAGON,
|
|
BR_SLAY_MAGIC,
|
|
BR_SLAY_PLANT,
|
|
BR_SLAY_UNDEAD,
|
|
};
|
|
|
|
typedef struct brand_s {
|
|
enum BRAND id;
|
|
char *description;
|
|
char *suffix;
|
|
flagpile_t *flags;
|
|
enum BODYPART bp;
|
|
enum BLESSTYPE blessed;
|
|
int blesschance;
|
|
struct brand_s *next, *prev;
|
|
} brand_t;
|
|
|
|
typedef struct obmod_s {
|
|
enum OBMOD id;
|
|
char *prefix;
|
|
flagpile_t *flags;
|
|
struct obmod_s *next, *prev;
|
|
} obmod_t;
|
|
|
|
typedef struct choice_s {
|
|
char ch;
|
|
char *text; // what you type to select this one
|
|
char *desc; // what is displayed on the screen
|
|
char *longdesc; // what to display once you've selected this
|
|
void *data;
|
|
int heading;
|
|
int shortcutslot; // used when selecting spells/abilities
|
|
int valid; // used in askchoicestr
|
|
} choice_t;
|
|
|
|
|
|
enum MENUACTION {
|
|
MA_NONE = 0,
|
|
MA_GOTOMENU,
|
|
MA_QUIT,
|
|
};
|
|
|
|
// special shop menus - must all be < 0
|
|
enum SHOPMENU {
|
|
// shops
|
|
SM_PURCHASEITEMS = -1,
|
|
SM_DONATE = -2,
|
|
SM_SELLITEMS = -3,
|
|
// temples
|
|
SM_ABSOLVE = -4,
|
|
SM_BLESS = -5,
|
|
SM_DETECTCURSE = -6,
|
|
SM_MIRACLE = -7,
|
|
// motels
|
|
SM_REST = -8,
|
|
// weapon/armour shops
|
|
SM_RESIZE = -9,
|
|
SM_REPAIR = -10,
|
|
};
|
|
|
|
enum SHOPRETURN {
|
|
SR_BACK,
|
|
SR_CONTINUE,
|
|
SR_QUIT
|
|
};
|
|
|
|
#define MAXPROMPTQUESTIONS 5
|
|
typedef struct prompt_s {
|
|
char *q[MAXPROMPTQUESTIONS];
|
|
int nqs;
|
|
int whichq;
|
|
void *result;
|
|
choice_t choice[MAXCHOICES];
|
|
int selection;
|
|
int nchoices;
|
|
int maycancel;
|
|
} prompt_t;
|
|
|
|
|
|
#endif
|
|
|