nexus/defs.h

1921 lines
41 KiB
C

#ifndef __DEFS_H
#define __DEFS_H
// MACROS
#define MAXOF(a,b) (a > b ? a : b)
// save/load
#define MAPDIR "data/maps"
#define SAVEDIR "data/save"
#define DUMMYCELLTYPE 0xabcd
// SPECIAL NUMBERS/CONSTANTS
#define UNLIMITED (-9876)
#define ALL (-9875)
#define NA (-9874)
#define NOBODY (-1)
#define ALLCONFERRED (-9873)
enum GAMEMODE {
GM_FIRST,
GM_INIT,
GM_VALIDATION,
GM_LOADING,
GM_LOADED,
GM_GAMESTARTED,
};
enum ATTRIB {
A_NONE = -1,
A_STR = 0,
A_DEX = 1,
A_IQ = 2,
A_CON = 3,
};
#define MAXATTS 4
enum CHECKTYPE {
SC_STR,
SC_DEX,
SC_IQ,
SC_CON,
//////////
SC_DODGE,
SC_SLIP,
SC_MORALE,
SC_OPENLOCKS,
SC_POISON,
SC_RESISTMAG,
SC_WILL,
};
enum BURDENED {
BR_NONE = 0,
BR_BURDENED = 1,
BR_STRAINED = 2,
BR_OVERLOADED = 3,
};
enum LFCONDITION {
C_DEAD = 0,
C_CRITICAL = 1,
C_SERIOUS = 2,
C_WOUNDED = 3,
C_HURT = 4,
C_HEALTHY = 5,
};
// AI defs
// if target lf is out of view for this many turns, abandon chase
#define AI_FOLLOWTIME (10)
// object confitions for random objects
#define RO_NONE 0
#define RO_DAMTYPE 1
#define RO_OBCLASS 2
// for flags
#define PERMENANT (-9873)
#define FROMRACE (-9872)
#define FROMJOB (-9871)
#define FROMOBEQUIP (-9870)
#define FROMOBHOLD (-9869)
#define FROMOBACTIVATE (-9868)
#define FROMMAT (-9867)
#define FROMBLESSING (-9866)
#define FROMBRAND (-9865)
#define FROMOBMOD (-9864)
#define FROMSPELL (-9863)
#define IFKNOWN (-9772) // used by f_xxconfer. only confer a flag if item is known.
#define IFACTIVE (-9771) // used by f_prodeuceslight. only does so if object is activated
#define NOCONDITION (0)
#define IFMONSTER (-9769) // used in v2 of f_ifpct job flags
#define IFPLAYER (-9768) // used in v2 of f_ifpct job flags
#define ANYROOM (-9770)
#define TICK_INTERVAL (20)
// STRINGS
#define BUFLENSMALL 64
#define BUFLEN 128
#define HUGEBUFLEN 1024
#define MORESTRING "--More--"
#define SOLDOUTSTRING "--SOLD OUT--"
// hunger constant
#define HUNGERCONST 10000
// LIMITS
#define DEF_SCREENW 80
#define DEF_SCREENH 24
#define MAXPILEOBS 52
#define MAXCHOICES 150
#define MAXDEPTH 25 // max dungeon depth
#define MAXRANDOMOBCANDIDATES 100
#define MAXRANDOMLFCANDIDATES 100
#define MAXCANDIDATES 200
//#define MAX_MAPW 80
//#define MAX_MAPH 50
#define MAX_MAPW 80
#define MAX_MAPH 20
//#define MAX_MAPROOMS 10
#define MIN_ROOMH 4
#define MIN_ROOMW 4
#define MAX_ROOMW (MAX_MAPW / 5)
#define MAX_ROOMH (MAX_MAPH / 5)
#define MAXDIR_ORTH 4
#define MAXDIR_COMPASS 8
#define MAXHISTORY 20 // max lines of history to keep
// MAP BUILDING
#define DEF_TURNPCT 40
//#define DEF_SPARSENESS 14
#define DEF_SPARSENESS 20
//#define DEF_SPARSENESS 0
//#define DEF_LOOPPCT 70
#define DEF_LOOPPCT 95
//#define DEF_LOOPPCT 0
#define MINROOMS 5
#define MAXROOMS 10
#define DEF_WINDOWPCT 5
//
#define ANIMDELAY (1000000 / 100) // 1/100 of a second
#define MAXVISRANGE 10 // max visible range in full light
// askobject options
#define AO_NONE 0
#define AO_INCLUDENOTHING 1
#define AO_ONLYEQUIPPED 2
#define AO_EDIBLE 4
#define AO_NOTIDENTIFIED 8
#define AO_WEARABLE 16
#define AO_OPERABLE 32
#define AO_POURABLE 64
#define AO_EQUIPPEDARMOUR 128
#define AO_WEILDABLE 256
#define AO_SPECIFIED 512
#define AO_READABLE 1024
#define AO_ARMOUR 2048
#define AO_NOTKNOWN 4096
// askcoords target types
#define TT_NONE 0
#define TT_MONSTER 1
#define TT_OBJECT 2
#define TT_DOOR 4
#define TT_PLAYER 8
// target requirements
#define TR_NONE 0
#define TR_NEEDLOS 1
#define TR_NEEDLOF 2
// CONTROLLERS
#define C_AI 0
#define C_PLAYER 1
// deafult
//#define DEF_HEALTIME 100 // time to heal 1 hp
// speeds
#define SP_GODLIKE 1
#define SP_ULTRAFAST 5
#define SP_VERYFAST 10
#define SP_FAST 15
#define SP_NORMAL 20
#define SP_SLOW 25
#define SP_VERYSLOW 30
#define SP_ULTRASLOW 35
#define SP_SLOWEST 40
// speed settings (lower is faster)
#define SPEED_ATTACK SP_NORMAL
#define SPEED_DEAD 50
#define SPEED_ACTION SP_NORMAL
#define SPEED_MOVE SP_NORMAL
#define SPEED_DROP SP_FAST
#define SPEED_PICKUP SP_FAST
#define SPEED_THROW SP_FAST
#define SPEED_WAIT SP_NORMAL
#define SPEED_READ SP_NORMAL
#define SPEED_DRINK SP_FAST
// DIRECTION TYPES
#define DT_ORTH 0
#define DT_COMPASS 1
// DIRECTIONS
#define D_NONE -1
#define D_UNKNOWN -2
// Orthogonal directions
#define D_N 0
#define D_E 1
#define D_S 2
#define D_W 3
// Compass directions
#define DC_N 4
#define DC_NE 5
#define DC_E 6
#define DC_SE 7
#define DC_S 8
#define DC_SW 9
#define DC_W 10
#define DC_NW 11
// altitude directions
#define D_UP 12
#define D_DOWN 13
#define D_IN 14
// Cell types
enum CELLTYPE {
CT_WALL,
CT_ROOMWALL,
CT_CORRIDOR,
CT_ROOM,
CT_LOOPCORRIDOR,
};
enum SPELLSCHOOL {
SS_NONE,
SS_DIVINE,
SS_ABILITY,
SS_ALLOMANCY,
SS_AIR,
SS_DEATH,
SS_DIVINATION,
SS_FIRE,
SS_ICE,
SS_GRAVITY,
SS_LIFE,
SS_MODIFICATION,
SS_MENTAL,
SS_SUMMONING,
SS_TRANSLOCATION,
SS_WILD,
SS_LAST,
};
enum STRBRACKET {
ST_RANDOM = -1,
ST_HELPLESS = 0,
ST_FEEBLE = 1,
ST_VWEAK = 2,
ST_WEAK = 3,
ST_AVERAGE = 4,
ST_STRONG = 5,
ST_MIGHTY = 6,
ST_TITANIC = 7,
};
enum DEXBRACKET {
DX_RANDOM = -1,
DX_INCOMPETENT = 0,
DX_OAFISH = 1,
DX_INEPT = 2,
DX_CLUMSY = 3,
DX_AWKWARD = 4,
DX_AVERAGE = 5,
DX_DEXTROUS = 6,
DX_NIMBLE = 7,
DX_AGILE = 8,
DX_SWIFT = 9,
DX_SUPERSONIC = 10,
};
enum IQBRACKET {
IQ_RANDOM = -1,
IQ_MINDLESS = 0,
IQ_VEGETABLE = 1,
IQ_ANIMAL = 2,
IQ_STUPID = 3,
IQ_DIMWITTED = 4,
IQ_DOPEY = 5,
IQ_AVERAGE = 6,
IQ_SMART = 7,
IQ_ENLIGHTENED = 8,
IQ_GENIUS = 9,
};
enum CONBRACKET {
CN_RANDOM = -1,
CN_FRAIL = 0,
CN_SICKLY = 1,
CN_UNHEALTHY = 2,
CN_UNFIT = 3,
CN_AVERAGE = 4,
CN_HEALTHY = 5,
CN_FIT = 6,
CN_HARDY = 7,
};
// damage type
enum DAMTYPE {
DT_ALL = -1,
DT_PIERCE = 0,
DT_SLASH = 1,
DT_FIRE = 2,
DT_COLD = 3,
DT_CLAW = 4,
DT_BASH = 5,
DT_BITE = 6,
DT_CHOP = 7,
DT_PROJECTILE = 8,
DT_HOLY = 9,
DT_WATER = 10,
DT_ACID = 11,
DT_MELT = 12,
DT_DIRECT = 13, // eg. from f_obhpdrain flag
DT_ELECTRIC = 14,
DT_EXPLOSIVE = 15,
DT_DECAY = 16,
DT_MAGIC = 17,
DT_TOUCH = 18,
DT_POISONGAS = 19,
DT_UNARMED = 20,
DT_LIGHT = 21,
DT_CRUSH = 22,
DT_FALL = 23,
DT_PETRIFY = 24,
DT_POISON = 25,
DT_NONE = 26, // for direclty dealt damage, not really any type
};
#define MAXDAMTYPE 27
// Object Classes
enum OBCLASS {
OC_MONEY,
OC_WEAPON,
OC_ARMOUR,
OC_MISSILE,
OC_RING,
OC_SCROLL,
OC_POTION,
OC_WAND,
OC_FOOD,
OC_CORPSE,
OC_ROCK,
OC_TOOLS,
OC_TECH,
OC_MISC,
OC_SPELL,
OC_ABILITY,
OC_EFFECT,
OC_DFEATURE,
OC_BOOK,
OC_NULL = -999
};
enum BLESSTYPE {
B_UNCURSED = 0,
B_BLESSED = 1,
B_CURSED = -1
};
enum HABITAT {
H_DUNGEON = 1,
H_ALL = 999
};
/*
enum RARITY {
RR_UNIQUE = 7,
RR_NEVER = 6,
RR_VERYRARE = 5,
RR_RARE = 4,
RR_UNCOMMON = 3,
RR_COMMON = 2,
RR_FREQUENT = 1,
};
*/
enum RACE {
R_NONE, R_RANDOM,
R_HUMAN,
// monsters
R_BEHOLDER,
R_BUGBEAR,
R_COCKATRICE,
R_DARKMANTLE,
R_EYEBAT,
R_GIANTHILL,
R_GIANTFIRE,
R_GIANTFIREFC,
R_GIANTFIRETITAN,
R_GNOLL,
R_GNOLLHM,
R_GNOLLMR,
R_GOBLIN,
R_GOBLINWAR,
R_GOBLINSHOOTER,
R_GOBLINHEXER,
R_HOBGOBLIN,
R_HOBGOBLINWAR,
R_KOBOLD,
R_LIZARDMAN,
R_LURKINGHORROR,
R_OGRE,
R_OGRESAVAGE,
R_OGREWARHULK,
R_OOZEGREY,
R_ORC,
R_ORCWARRIOR,
R_ORK,
R_POLTERGEIST,
R_SHADOWCAT,
R_SPRITEFIRE,
R_TROGLODYTE,
R_TROLL,
R_XAT,
// small animals
R_ANT,
R_ANTS,
R_BAT,
R_HAWK,
R_NEWT,
R_RAT,
R_SNAKE,
R_WOLF,
// insects
R_BUTTERFLY,
R_GLOWBUG,
R_GIANTFLY,
R_GIANTBLOWFLY,
// undead
R_GHAST,
R_GHOUL,
R_SKELETON,
R_ZOMBIE,
// special
R_GASCLOUD,
R_DANCINGWEAPON,
};
enum JOB {
J_NONE,
J_GOD,
J_ADVENTURER,
J_ALLOMANCER,
J_COMMANDO,
J_PLUMBER,
J_PRINCE,
J_WIZARD,
};
enum MATSTATE {
MS_SOLID,
MS_LIQUID,
MS_GAS,
MS_OTHER,
};
// 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,
};
// Object Types
enum OBTYPE {
OT_NONE,
// dungeon features
OT_BOULDER,
OT_STATUE,
OT_WOODENDOOR,
OT_WOODENTABLE,
OT_WOODENBARREL,
OT_WOODENSTOOL,
OT_STAIRSDOWN,
OT_STAIRSUP,
OT_VENDINGMACHINE,
OT_PORTAL,
// rocks
OT_GOLD,
OT_STONE,
OT_ASH,
OT_GEMOFSEEING,
// food
OT_BERRY,
OT_NUT,
OT_BANANA,
OT_BANANASKIN, // not really food
OT_APPLE,
OT_MUSHROOM,
OT_BREADSTALE,
OT_CHEESE,
OT_ROASTMEAT,
OT_BREADFRESH,
OT_CHOCOLATE,
// corpses
OT_CORPSE,
OT_HEAD,
/*
OT_CORPSEEYEBAT,
OT_CORPSEBAT,
OT_CORPSEFLY,
OT_CORPSEGLOWBUG,
OT_CORPSEGOBLIN,
OT_CORPSEHUMAN,
OT_CORPSELIZARD,
OT_CORPSEOGRE,
OT_CORPSEORK,
OT_CORPSERODENT,
OT_CORPSETROLL,
OT_CORPSEWOLF,
*/
// potions
OT_POT_ACID,
OT_POT_ACROBATICS,
OT_POT_AMBROSIA,
OT_POT_BLOOD,
OT_POT_BLOODC,
OT_POT_COMPETENCE,
OT_POT_ELEMENTENDURE,
OT_POT_ELEMENTIMMUNE,
OT_POT_ETHEREALNESS,
OT_POT_EXPERIENCE,
OT_POT_GASEOUSFORM,
OT_POT_HEALING,
OT_POT_HEALINGMIN,
OT_POT_INVIS,
OT_POT_INVULN,
OT_POT_MAGIC,
OT_POT_OIL,
OT_POT_POLYMORPH,
OT_POT_RESTORATION,
OT_POT_SANCTUARY,
OT_POT_SPEED,
OT_POT_WATER,
OT_POT_JUICE,
// scrolls
OT_MAP,
OT_SCR_NOTHING,
OT_SCR_CREATEMONSTER,
OT_SCR_DETECTAURA,
OT_SCR_DETECTLIFE,
OT_SCR_DETECTMAGIC,
OT_SCR_FLAMEPILLAR,
OT_SCR_FLAMEBURST,
OT_SCR_IDENTIFY,
OT_SCR_KNOCK,
OT_SCR_LIGHT,
OT_SCR_MAPPING,
OT_SCR_MINDSCAN,
OT_SCR_ENCHANT,
OT_SCR_FREEZEOB,
OT_SCR_REMOVECURSE,
OT_SCR_TELEPORT,
OT_SCR_TURNUNDEAD,
OT_SCR_WISH,
// BOOKS
OT_MAN_ATHLETICS,
OT_MAN_FIRSTAID,
OT_MAN_LOCKPICKING,
OT_MAN_MAGITEMUSAGE,
OT_MAN_RESEARCH,
OT_MAN_SPELLCASTING,
OT_MAN_TECHUSAGE,
// manuals of weaponry
OT_MAN_AXES,
OT_MAN_CLUBS,
OT_MAN_LONGBLADES,
OT_MAN_POLEARMS,
OT_MAN_SHORTBLADES,
OT_MAN_STAVES,
OT_MAN_UNARMED,
// manuals of spells
OT_MAN_SS_ALLOMANCY,
OT_MAN_SS_AIR,
OT_MAN_SS_DEATH,
OT_MAN_SS_DIVINATION,
OT_MAN_SS_FIRE,
OT_MAN_SS_ICE,
OT_MAN_SS_GRAVITY,
OT_MAN_SS_LIFE,
OT_MAN_SS_MODIFICATION,
OT_MAN_SS_MENTAL,
OT_MAN_SS_SUMMONING,
OT_MAN_SS_TRANSLOCATION,
OT_MAN_SS_WILD,
// SPELLBOOKS
// allomancy can't be learned from books
// -- death
OT_SB_ANIMATEDEAD,
OT_SB_PAIN,
OT_SB_PARALYZE,
OT_SB_INFINITEDEATH,
OT_SB_WEAKEN,
OT_SB_BLINDNESS,
// -- divination
OT_SB_DETECTAURA,
OT_SB_DETECTLIFE,
OT_SB_IDENTIFY,
OT_SB_MAPPING,
// -- elemental - air
OT_SB_AIRBLAST,
OT_SB_CLOUDKILL,
// -- elemental - fire
OT_SB_SPARK,
OT_SB_FIREDART,
OT_SB_FIREBALL,
OT_SB_FLAMEPILLAR,
OT_SB_FLAMEBURST,
OT_SB_BURNINGWAVE,
// -- elemental - ice
OT_SB_CONECOLD,
OT_SB_FREEZEOB,
// -- gravity
OT_SB_GRAVLOWER,
OT_SB_GRAVBOOST,
OT_SB_HASTE,
OT_SB_FLIGHT,
OT_SB_SLOW,
OT_SB_LEVITATION,
// -- life
OT_SB_HEALING,
OT_SB_HEALINGMIN,
OT_SB_TURNUNDEAD,
// -- mental / psionic
OT_SB_MINDSCAN,
OT_SB_TELEKINESIS,
OT_SB_PSYARMOUR,
// -- modification
OT_SB_GASEOUSFORM,
OT_SB_KNOCK,
OT_SB_INSCRIBE,
OT_SB_INVISIBILITY,
OT_SB_LIGHT,
OT_SB_DARKNESS,
OT_SB_PASSWALL,
OT_SB_PETRIFY,
OT_SB_POLYMORPH,
// -- summoning
OT_SB_CREATEMONSTER,
// -- translocation
OT_SB_BLINK,
OT_SB_DISPERSAL,
OT_SB_GATE,
OT_SB_TELEPORT,
// -- wild can't be learned from books
// spells
// -- allomancy
OT_S_ABSORBMETAL,
OT_S_ACCELMETAL,
OT_S_ANIMATEMETAL,
OT_S_EXPLODEMETAL,
OT_S_PULLMETAL,
OT_S_MAGSHIELD,
OT_S_METALHEAL,
// -- death
OT_S_ANIMATEDEAD,
OT_S_PAIN,
OT_S_PARALYZE,
OT_S_INFINITEDEATH,
OT_S_WEAKEN,
OT_S_BLINDNESS,
// -- divination
OT_S_DETECTAURA,
OT_S_DETECTLIFE,
OT_S_DETECTMAGIC,
OT_S_IDENTIFY,
OT_S_MAPPING,
// -- elemental - air
OT_S_AIRBLAST,
OT_S_CLOUDKILL,
// -- elemental - fire
OT_S_SPARK,
OT_S_FIREDART,
OT_S_FIREBALL,
OT_S_FLAMEPILLAR,
OT_S_FLAMEBURST,
OT_S_BURNINGWAVE,
// -- elemental - ice
OT_S_CONECOLD,
OT_S_FREEZEOB,
// -- gravity
OT_S_GRAVLOWER,
OT_S_GRAVBOOST,
OT_S_HASTE,
OT_S_SLOW,
OT_S_LEVITATION,
OT_S_FLIGHT,
// -- life
OT_S_HEALING,
OT_S_HEALINGMIN,
OT_S_TURNUNDEAD,
// -- mental / psionic
OT_S_MINDSCAN,
OT_S_SLEEP,
OT_S_TELEKINESIS,
OT_S_PSYARMOUR,
// -- modification
OT_S_ENCHANT,
OT_S_GASEOUSFORM,
OT_S_INSCRIBE,
OT_S_INVISIBILITY,
OT_S_KNOCK,
OT_S_LIGHT,
OT_S_DARKNESS,
OT_S_PASSWALL,
OT_S_PETRIFY,
OT_S_POLYMORPH,
OT_S_POLYMORPHRND,
// -- summoning
OT_S_CREATEMONSTER,
// -- translocation
OT_S_BLINK,
OT_S_DISPERSAL,
OT_S_GATE,
OT_S_TELEPORT,
// -- wild
OT_S_MANASPIKE,
OT_S_DETONATE,
OT_S_ENERGYBOLT,
OT_S_ENERGYBLAST,
OT_S_FLASH,
// -- divine powers
OT_S_WISH,
OT_S_GIFT,
OT_A_DEBUG,
OT_A_LEARN,
// abilities
OT_A_GRAB,
OT_A_CRUSH,
OT_A_JUMP,
OT_A_SPRINT,
OT_A_EMPLOY,
OT_A_HEAVYBLOW,
OT_A_INSPECT,
OT_A_STINGACID, // need to define dam in f_canwill
// wands
OT_WAND_COLD,
OT_WAND_DETONATION,
OT_WAND_DISPERSAL,
OT_WAND_FIRE,
OT_WAND_FIREBALL,
OT_WAND_HASTE,
OT_WAND_INVIS,
OT_WAND_KNOCK,
OT_WAND_LIGHT,
OT_WAND_POLYMORPH,
OT_WAND_SLOW,
OT_WAND_WEAKNESS,
OT_WAND_WONDER,
// tools
OT_BLINDFOLD,
OT_BUGLAMP,
OT_CANDLE,
OT_GUNPOWDER,
OT_LANTERNOIL,
OT_LOCKPICK,
OT_PICKAXE,
OT_TORCH,
// tech
OT_POCKETWATCH,
OT_C4,
OT_CREDITCARD,
OT_DIGITALWATCH,
OT_FLASHBANG,
OT_GRENADE,
OT_INFOVISOR,
OT_INSECTICIDE,
OT_JETPACK,
OT_LANTERNLED,
OT_LOCKHACKER,
OT_MOTIONSCANNER,
OT_NVGOGGLES,
OT_PAPERCLIP,
OT_TELEPAD,
OT_XRAYGOGGLES,
// misc objects
OT_BONE,
OT_EMPTYFLASK,
OT_EMPTYVIAL,
OT_CALTROP,
OT_BROKENGLASS,
OT_ICECHUNK,
OT_ICESHEET,
OT_PUDDLEWATER,
OT_PUDDLEWATERL,
OT_ACIDPUDDLE,
OT_ACIDPOOL,
OT_SLIMEPOOL,
OT_VOMITPOOL,
OT_BLOODSTAIN,
OT_BLOODSPLASH,
OT_BLOODPOOL,
OT_BLOODCSPLASH,
OT_MELTEDWAX,
OT_SOGGYPAPER,
OT_FLESHCHUNK,
// effects
OT_FIRELARGE,
OT_FIREMED,
OT_FIRESMALL,
OT_MAGICBARRIER,
OT_STEAMCLOUD,
OT_STEAMPUFF,
OT_SMOKECLOUD,
OT_SMOKEPUFF,
OT_POISONCLOUD,
OT_POISONPUFF,
// armour - body
OT_ARMOURLEATHER,
OT_ARMOURRING,
OT_ARMOURSCALE,
OT_ARMOURCHAIN,
OT_ARMOURSPLINT,
OT_ARMOURPLATE,
OT_FLAKJACKET,
OT_OVERALLS,
OT_COTTONSHIRT,
OT_SILKSHIRT,
OT_ROBE,
OT_VELVETROBE,
// armour - shoulders
OT_CLOAK,
// armour - waist
OT_BELTLEATHER,
// armour - legs
OT_CLOTHTROUSERS,
OT_RIDINGTROUSERS,
OT_COMBATPANTS,
// armour - feet
OT_SANDALS,
OT_SHOESLEATHER,
OT_BOOTSLEATHER,
OT_BOOTSRUBBER,
OT_BOOTSSPIKED,
// armour - hands
OT_GLOVESCLOTH,
OT_GLOVESLEATHER,
OT_GAUNTLETS,
// armour - head
OT_SUNHAT,
OT_CAP,
OT_HELM,
OT_GASMASK,
OT_GOLDCROWN,
OT_HELMBONE,
OT_HELMFOOTBALL,
// armour - eyes
OT_SUNGLASSES,
// armour - shields
OT_BUCKLER,
OT_SHIELD,
OT_SHIELDLARGE,
// rings
OT_RING_INVIS,
OT_RING_INVULN,
OT_RING_MPREGEN,
OT_RING_PROTFIRE,
OT_RING_REGENERATION,
OT_RING_RESISTMAG,
OT_RING_SEEINVIS,
// animal weapons
OT_CLAWS,
OT_FISTS,
OT_STING,
OT_TAIL,
OT_TEETH,
OT_TEETHSM,
OT_TENTACLE,
OT_ZAPPER,
// monster weapons
OT_ACIDATTACK,
OT_TOUCHPARALYZE,
OT_TOUCHPARALYZE2,
// missiles / ammo
OT_ARROW,
OT_BOLT,
OT_DART,
OT_NANODART,
OT_JAVELIN,
OT_BULLET,
OT_RUBBERBULLET,
// stabbing weapons
OT_DAGGER,
OT_COMBATKNIFE,
OT_ORNDAGGER,
OT_RAPIER,
OT_TRIDENT,
OT_QUICKBLADE,
// chopping weapons
OT_AXE,
OT_HANDAXE,
OT_BATTLEAXE,
OT_GREATAXE,
// slashing weapons
OT_KNIFE,
OT_STEAKKNIFE,
OT_SCYTHE,
OT_SHORTSWORD,
OT_SCIMITAR,
OT_LONGSWORD,
OT_GREATSWORD,
OT_ORNSWORD,
// polearms
OT_SPEAR,
OT_QUARTERSTAFF,
// bashing weapons
OT_STICK,
OT_SPANNER,
OT_CLUB,
OT_FLAIL,
OT_FLAILHEAVY,
OT_MACE,
OT_MORNINGSTAR,
OT_GREATCLUB,
OT_SICKLE,
// projectile weapons
OT_REVOLVER,
OT_SLING,
OT_BOW,
OT_LONGBOW,
OT_CROSSBOWHAND,
// holy weapons
OT_HANDOFGOD,
};
#define BP_NONE (-1)
enum BODYPART {
BP_WEAPON = 0,
BP_SECWEAPON,
BP_EYES,
BP_HEAD,
BP_SHOULDERS,
BP_BODY,
BP_HANDS,
BP_WAIST,
BP_LEGS,
BP_FEET,
BP_RIGHTHAND,
BP_LEFTHAND,
};
#define MAXBODYPARTS (12)
// empty types
#define WE_NOTSOLID 1
#define WE_EMPTY 2
#define WE_PORTAL 3
enum NOISETYPE {
N_GETANGRY,
};
enum LFSIZE {
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 FLAG {
F_NONE, // dummy flag
// object flags
F_DEAD, // object will be removed
F_ENCHANTABLE, // object can get +1/-1 ect
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.
// for items in shops
F_SHOPITEM, // causes shops to show this item as identified
F_VALUE, // how much an item is worth (over its base weight+material)
// weapon/armour flags
F_EQUIPPED, // val0 = where it is equipped. CLEAR WHEN OB MOVED!
F_CURAMMO, // currently equipped ammo
F_GOESON, // val0 = where it can be equipped.
F_BONUS, // val0=bonus/penalty to damage/armour. ie. +1 sword
F_MISSILE, // weapon would make a good missle - used by AI
F_UNIQUE, // only one may appear
F_GLYPH, // override the glyph with the first char of text
F_NOPICKUP, // cannot pick this up
F_IMPASSABLE, // cannot walk past this if your size if v0 or smaller
F_CRUSHABLE, // if you are bigger than size v0, walking on this crushes it
F_BLOCKSVIEW, // cannot see past this
F_BLOCKSTHROW, // cannot throw past this
F_DIETEXT, // 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, // val0 = what this turns into when dying
F_NOBLESS, // can't be blessed or cursed
F_CORPSEOF, // this is a corpse of montype val0.
F_DTCONVERT, // damtype val0 converts this to f->text
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 'mat'
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_HITCONFER, // hitting with this gives flagid=v0
// unless you pass a val1 skillcheck, diff val2
// with timeleft = text ("min-max")
F_ACTIVATED, // val0 = is this object turned on?
F_GRENADE, // this obkejct will drain charge when activated, then die
F_EXPLODEONDEATH, // explodes when it dies, deals val0 vamage.
// val1 = BIG means hit surrounding cells
// val2 = ifactivated, only explodes if activated.
F_EXPLODEONDAM, // explodes when it is damaged, deals val0 vamage.
// val1 = BIG means hit surrounding cells
// 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_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
// v0 is target requirements (los/lof)
// 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
// technology flags
F_TECHLEVEL, // v0 is a PR_xxx enum for tech usage skill
// what can you do with this object?
F_TAINTED, // will give food poisoning if you eat/drink it
F_EDIBLE, // you can eat this. val1 = nutrition. 100 = a meal
// -1 means "nutrition is weight x abs(val1)"
F_DRINKABLE, // you can drink this. val1 = nutrition. 100 = a meal
// -1 means "nutrition is weight x abs(val1)"
F_OPERABLE, // can operate?
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
// doors
F_DOOR, // this object is a door - ie. can open it
F_OPEN, // is this door open?
F_LOCKED,// door is locked
F_JAMMED, // is this door jammed?
// stairs / teleporters / portals
F_CLIMBABLE, // this is a stiarcase
F_STAIRDIR, // val0 = direcion
F_OPPOSITESTAIRS, // val0 = opposite kind of stairs
F_MAPLINK, // val0 = map to link to. optional v1/v2 = x/y
// ob interaction flags
F_HARD, // object is hard (ie. punching it will hurt!)
F_SHARP, // does damage when you step on it. v0/1 are min/max dam
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)
// object mods/effects
F_ONFIRE, // burning, also deals 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
F_OBATTACKDELAY, // how long weapon takes to attack
F_USESSKILL, // weapon needs skill sk_v0
F_CANHAVEOBMOD, // weapon can have obmod om_v0 applied
F_DAMTYPE, // val0 = damage type
F_DAM, // val0 = ndice, val1 = nsidesondie, val2 = mod
F_MISSILEDAM, // val0 = dam if it hits (without speed multiplier)
F_ACCURACY, // 100 - val0 = penalty to tohit% (ie. higher is better)
F_ARMOURPIERCE, // goes through armour
F_TWOHANDED, // weapon uses two hands to weild
F_FIREARM, // this weapon is equipped in bp_secweapon, not _weapon.
F_FIRESPEED, // how fast this weapon shoots projectimes
F_AMMOOB, // what object this weapon fires
F_RANGE, // range of projectile firing weapon
F_FLAMESTRIKE, // causes fires where you hit
F_BALANCE, // heals target if their maxhp < your maxhp
F_REVENGE, // causes damage based on your hp
// tech flags
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_DONTSHOWCHARGES, // don't show 'xx charges left' when id'd
F_RECHARGEWHENOFF, // get power back when you turn it off
F_REFILLWITH, // pour obj id val0 onto this to refill its charges
//
F_POWDER, // this item is a powder
// ob appearance flags
F_SHINY,
// armour flags
F_ARMOURRATING, // val0 * 2 = pct of damage reduced
F_SHIELD, // this is a shield - use special bodyhitchance code
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
// scroll flags
F_LINKSPELL, // val0 = spell this scroll will cast when read
// v1 = spell power
// book flags
F_MANUALOF, // val0 = spellschool this book trains
// ob identification flags
F_HASHIDDENNAME, // whether this object class has a hidden name
F_IDENTIFIED, // whether this object is fully identified
// bad flags
F_WALKDAM, // val0 = damtype, text = dam per sec
// abilities
F_NEEDSGRAB, // this ability needs to to grab someone first.
// magic
F_SPELLSCHOOL, // val0 = SPELLSCHOOL enum
F_SPELLLEVEL, // val0 = difficulty level of spell
F_MAXPOWER, // val0 = max power of this spell (1-10)
F_MPCOST, // v0=mp cost of spell. if missing, mpcost if splev^2
F_ONGOING, // this spell has an ongoing cost
//F_SPELLLETTER, // text[0] = letter to cast this spell
F_AICASTTOFLEE, // AI can cast this spell to help flee
// v0 is who to target
F_AICASTTOATTACK, // AI can cast this spell to help flee
// v0 is who to target
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
// player only flags
F_DONEDARKMSG, // tells the game not to say 'it is very dark here'
// lifeform flags
F_DEBUG, // debugging enabled
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_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_AUTOCMD, // val0 = how many times to repeat this
F_LASTCMD, // text[0] = last command performed, v0/1 = x/y of cell, v2=various
F_STARTOB, // val0 = %chance of starting with it, text = ob name
// val1,2 = min/max amounts. if NA, min=max=1.
F_STARTSKILL, // val0 = skill id
F_STARTOBDT, // val0 = %chance of starting with damtype val1
F_STARTOBCLASS, // val0 = %chance of starting with obclass val1
F_STARTJOB, // val0 = %chance of starting with it, v1 = jobid
F_STARTATT, // val0 = A_xxx, val0 = start bracket (ie. IQ_GENIUS)
F_CORPSETYPE, // text field specifies what corpse obtype to leave
F_NOCORPSE, // monster's body crumbles to dust after death
F_LFSUFFIX, // text = suffix. eg. "skeleton"
F_VISRANGE, // how far you can see (in the light)
F_VISRANGEMOD, // modifications to visrange
F_GUNTARGET, // current projectile weapon target
F_CASTINGSPELL, // set while the player is casting a spell
// v0 is spell id
// ABILITY/SPELL FLAGS
F_FAILEDINSPECT, // lf has failed an inspect check for item id v0
F_BOOSTSPELL, // v0 is active boost spell
// MONSTER AI FLAGS
F_XPVAL, // force xp val for killing this lf to v0
F_HOSTILE, // lf will attack the player if in sight
F_FRIENDLY, // lf will attack all non-players if in sight
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_TARGET, // lf will attack lfid v0. lastknown x/y is v1/v2
F_TARGETCELL, // lf will go towards this place. val0=x,val1=y
F_FLEEFROM, // lf will run away from this lf id
// TEMP FLAGS
F_KILLEDBYPLAYER, // did the player kill this lf?
// monster noise flags
F_NOISETEXT, // val0 is a enum NOISETYPE
// text is "verb^noun"
// eg. "shouts^a shout"
F_SPELLCASTTEXT, // text is announcement for spellcast
F_NODEATHANNOUNCE, // don't say 'the xx dies' if this lf dies
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
F_NUMAPPEAR, // when randomly appearing, can have > 1. val[0] = min, val[1] = max
F_HITDICE, // val0: # d4 to roll for maxhp per level. val1: +xx
F_MPDICE, // val0: # d4 to roll for maxmp per level. val1: +xx
F_JOB, // val0 = player's class/job
F_NAME, // text = player's name
F_XPMOD, // add/subtract this much from calculated xpval
F_BLOODOB, // text = type of object to drop for blood
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_SHORTCUT, // spell keyboard shortcut.
// v0=slot (0-9)
// text=spell text
// for monsters
F_INSECT, // this race is classed as an insect
F_ANIMAL, // this race is classed as an animal
F_UNDEAD, // this race is classed as undead
F_COLDBLOOD, // this race is coldblooded
F_NOBODYPART, // this race doesn't have bodypart val0
F_NOPACK, // this race cannot hold objects
F_NOSPELLS, // this race cannot cast spells
F_INDUCEFEAR, // causes fear when you attack it
F_POISONOUS, // 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 matching f->text next
// to the victim
F_PHALANX, // gain v0 AR if v2 or more adj monsters matching f->text
// INTRINSICS
F_ARBOOST,// armour is magically boosted
F_ASLEEP, // is asleep
F_BEINGSTONED,// turn to stone when v0 drops to zero. (drops 1/turn)
F_BLIND, // cannot see anything
F_CANCAST, // can cast the spell val0 (need MP)
F_CANWILL, // can cast the spell 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
F_DETECTAURAS, // autodetect bless/curse
F_DETECTLIFE, // autodetect nearby lifeforms in orthogonal dist v0
F_DETECTMAGIC, // autodetect magic/special objects
F_DETECTMETAL, // autodetect nearby metal
F_EXTRAINFO, // knows extra info
F_FLYING, // lf is flying
F_FASTACT, // modifier for action speed
F_FASTMOVE, // modifier for move speed
F_POISONED, // has food poisoning
F_FREEZINGTOUCH,// next thing touched turns to ice!
F_GRABBEDBY,// you've been grabbed by lf id v0
F_GRABBING, // you are grabbing lf id v0
F_HEAVYBLOW, // next attack is a heavy blow
F_INVISIBLE, // lifeform is invisible
F_INVULNERABLE,// immune to most damage
F_QUICKBITE, // deals v0 d d1 + d2 damage when you hit a bleeding victim
// (bypasses armour)
F_GRAVBOOSTED,// cannot walk or throw stuff
F_PAIN, // take damage if you walk. v0=damtype,text is damage (xdy+z).
F_PARALYZED,// cannot do anything
F_FROZEN, // made of ice
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
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=amt (1-20)
F_MPREGEN, // regenerate MP at val0 per turn
F_SEEINDARK, // nightvis range is val0
F_SEEINVIS, // can see invisible things
F_SEEWITHOUTEYES, // doesn't need eyes to see
F_STABILITY, // doesn't slip over
F_STENCH, // creatures within v0 gain f_nauseated = v1
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_SLOWMOVE, // modifier for move speed
F_XRAYVIS, //val0=num of walls we can see through
F_CANSEETHROUGHMAT, //val0=kind of material you can see through
F_SPRINTING, // you are sprinting
F_TIRED, // you are too tired to sprint
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
// COMBAT
F_HASATTACK, // objecttype id to use when attacking unarmed
// if val0-3 are filled in, they override the object's
// damage (x y-sided dice + z)
F_EVASION, // % chance of evading an attack
// healing/resting/training
F_STATGAINREADY, // ready to increase str/int etc. v2 is how many times
// we can do it.
F_RESTING, // are we resting? cleared on any action other than rest.
// v2 = if not, NA it is the training counter.
// when it hits 0, you finish trainign.
F_RESTUNTILHP, // resting until we have full hp
F_RESTUNTILMP, // resting until we have full mp
//
F_RUNNING, // are we running?
// nutrition
F_HUNGER, // val0 = hunger, higher = hungrier
// for jobs
F_IFPCT, // only add the NEXT job flag if rnd(1,100) <= v0.
F_ELSE,
F_IFPLAYER,
F_IFMONSTER,
F_ENDIFPLAYER,
F_ENDIFMONSTER,
//
F_NULL = -1
};
// 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
};
// probabilities
//#define CH_DEADENDOB 35
//#define CH_EMPTYCELLOB 3
#define CH_PILLAR 5
// Booleans
#define B_FALSE (0)
#define B_TRUE (-1)
//#define B_TEMP (-1)
//#define B_PERM (-2)
//#define B_NOT (-3)
enum LIGHTLEV {
L_PERMDARK = -1,
L_NOTLIT = 0,
L_TEMP = 1,
L_PERMLIGHT = 2,
};
// spell targets
enum SPELLTARGET {
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
};
#define B_DIEONFAIL (-1)
#define B_BLUNTONFAIL (-2)
#define B_COVETS (-1)
#define B_ANY (0)
#define B_SINGLE (0)
#define B_MULTI (-1)
#define B_MULTIPLE (-1)
#define B_NOOBS (0)
#define B_WITHOBS (-1)
#define B_UNKNOWN (0)
#define B_KNOWN (-1)
#define B_NOBADMOVES (0)
#define B_BADMOVESOK (1)
#define B_NOSTACK (0)
#define B_STACK (-1)
#define B_STACKOK (-1)
#define NOOWNER (NULL)
#define NOLOC (NULL)
#define B_NOTSOLID (0)
#define B_EMPTY (0)
#define B_SOLID (-1)
#define B_OPAQUE (0)
#define B_TRANSPARENT (-1)
#define B_TRANS (-1)
#define B_IFACTIVATED (-1)
#define B_BIG (-1)
// errors
enum ERROR {
E_OK = 0,
E_WALLINWAY = 1,
E_LFINWAY = 2,
E_NOSPACE = 3,
E_SELNOTHING = 4,
E_ALREADYUSING = 5,
E_WEARINGSOMETHINGELSE = 6,
E_NOUNARMEDATTACK = 7,
E_NOTEQUIPPED = 8,
E_NOPICKUP = 9,
E_MONSTERNEARBY = 10,
E_NOEFFECT = 11,
E_FAILED = 12,
E_WRONGCELLTYPE = 13,
E_OBINWAY = 14,
E_TOOHEAVY = 15,
E_NOHANDS = 16,
E_NOPACK = 17,
E_INSUBSTANTIAL = 18,
E_WRONGOBTYPE = 19,
E_CURSED = 20,
E_NOLOS = 21,
E_NOLOF = 22,
E_IMPOSSIBLE = 23,
E_NOTARGET = 24,
E_NOAMMO = 25,
E_GRAVBOOSTED = 26,
E_NOMP = 27,
E_AVOIDOB = 28,
E_FROZEN = 29,
E_TOOBIG = 30,
E_NOTREADY = 31,
E_BLIND = 32,
E_GRABBEDBY = 33,
E_CANTMOVE = 34,
E_NOTKNOWN = 35,
E_TOOPOWERFUL = 36,
E_NEEDGRAB = 37,
};
enum COMMAND {
CMD_AIM,
CMD_CLOSE,
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_OPERATE,
CMD_PICKLOCK,
CMD_PICKUP,
CMD_POUR,
CMD_QUAFF,
CMD_QUIT,
CMD_READ,
CMD_REST,
CMD_RESTFULL,
CMD_SAVEQUIT,
CMD_TAKEOFF,
CMD_UP,
CMD_WEAR,
CMD_WEILD,
};
// command types
typedef struct command_s {
enum COMMAND id;
char ch;
char *desc;
struct command_s *next, *prev;
} command_t;
typedef struct map_s {
int id;
int depth;
char *name; // name of this map
enum HABITAT habitat; // eg. dungeon, forest, etc
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_ORTH]; // which map is in each direction
struct lifeform_s *lf,*lastlf;
struct map_s *next, *prev;
} map_t; //////////////// remember to modify save/load for new props!!
typedef struct cell_s {
map_t *map; // pointer back to map
int x,y; // map coords
int roomid;
struct celltype_s *type;
struct obpile_s *obpile;
enum LIGHTLEV lit;
enum LIGHTLEV origlit;
int origlittimer;
int littimer;
char *writing;
// lifeform pile
struct lifeform_s *lf;
// known to player?
int known;
// FOR CONSTRUCTION
int visited;
} cell_t;
typedef struct celltype_s {
int id; // eg. dungeonfloor, wall, door
char glyph; // how to display it
char *name; // name of cell type
int solid; // can you walk through it?
int transparent; // can you see through it?
struct material_s *material;
struct flagpile_s *flags;
struct celltype_s *next, *prev;
} celltype_t;
typedef struct race_s {
enum RACE id;
enum RACE baseid;
struct material_s *material;
char *name;
char glyph;
float weight;
struct flagpile_s *flags;
// 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;
long xp;
int skillpoints;
int hp,maxhp;
int mp,maxmp;
int alive;
char *lastdam;
enum DAMTYPE lastdamtype;
int timespent;
int sorted;
int att[MAXATTS];
int baseatt[MAXATTS];
float forgettimer;
struct obpile_s *pack;
struct flagpile_s *flags;
int created; // set to TRUE once lf creation is done.
int polyrevert; // about to revert form a polymorph?
// for loading
long oblist[MAXPILEOBS];
int x,y;
int nlos;
cell_t **los;
// set to TRUE after lf has being created
int born;
// for ai movement - don't need to save.
struct cell_s *ignorecell;
struct cell_s *cell;
struct lifeform_s *next, *prev;
} lifeform_t;
typedef struct obpile_s {
lifeform_t *owner;// } Only one of these
cell_t *where; // } should be 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;
} flagpile_t;
typedef struct flag_s {
enum FLAG id;
int nvals;
int val[3];
char *text;
long obfrom; // for conferred flags, link to object->id. -1 if not conferred.
//
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;
#define SK_NONE -1
enum SKILL {
SK_ATHLETICS,
SK_FIRSTAID,
SK_LOCKPICKING,
SK_MAGITEMUSAGE,
SK_RESEARCH,
SK_SPELLCASTING,
SK_TECHUSAGE,
// weaponry
SK_AXES,
SK_CLUBS,
SK_LONGBLADES,
SK_POLEARMS,
SK_SHORTBLADES,
SK_STAVES,
SK_UNARMED,
// spell schools
SK_SS_ALLOMANCY,
SK_SS_AIR,
SK_SS_DEATH,
SK_SS_DIVINATION,
SK_SS_FIRE,
SK_SS_ICE,
SK_SS_GRAVITY,
SK_SS_LIFE,
SK_SS_MODIFICATION,
SK_SS_MENTAL,
SK_SS_SUMMONING,
SK_SS_TRANSLOCATION,
SK_SS_WILD,
};
#define MAXSKILLS 31
// 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,
};
typedef struct skill_s {
enum SKILL id;
char *name;
char *desc;
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;
typedef struct knowledge_s {
enum OBTYPE id;
char *hiddenname;
int known;
struct knowledge_s *next, *prev;
} knowledge_t;
typedef struct job_s {
enum JOB id;
char *name;
flagpile_t *flags;
struct job_s *next, *prev;
} job_t;
typedef struct objectclass_s {
enum OBCLASS id;
char *name;
char *desc;
char 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;
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;
flagpile_t *flags;
struct object_s *next, *prev;
} object_t;
enum OBMOD {
OM_FLAMING,
OM_FROZEN,
OM_HEADLESS,
OM_MASTERWORK,
OM_POISONED,
OM_SHODDY,
};
#define MAXOBMODS 4
enum BRAND {
BR_BALANCE,
BR_DEXTERITY,
BR_FEEBLENESS,
BR_FLIGHT,
BR_GIANTSTRENGTH,
BR_IMPACT,
BR_INTELLIGENCE,
BR_KNOWLEDGE,
BR_LEVITATION,
BR_FEATHERFALL,
BR_ANTIMAG,
BR_CONCEALMENT,
BR_SHARPNESS,
BR_PYROMANIA,
BR_REVENGE,
BR_SLOTH,
BR_SPEED,
BR_STRENGTH,
BR_SWIFTNESS,
BR_TELEKINESIS,
BR_TELEPATHY,
BR_WEAKNESS,
};
typedef struct brand_s {
enum BRAND id;
char *description;
char *suffix;
flagpile_t *flags;
enum BODYPART bp;
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;
char *desc;
void *data;
int heading;
int valid; // used in askchoicestr
} choice_t;
#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