/* * * Copyright (c) 2003 Johannes Prix * * * This file is part of Freedroid * * Freedroid is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * Freedroid is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Freedroid; see the file COPYING. If not, write to the * Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, * MA 02111-1307 USA * */ #ifndef _itemdefs_h #define _itemdefs_h //-------------------- // At first we give here all the definitions of (regular) items // appearing in the game. // #define ITEM_MONEY 6 #define ITEM_SMALL_HEALTH_POTION 1 #define ITEM_SMALL_MANA_POTION 41 #define ITEM_MEDIUM_HEALTH_POTION 48 #define ITEM_MEDIUM_MANA_POTION 49 #define ITEM_FULL_HEALTH_POTION 2 #define ITEM_FULL_MANA_POTION 42 #define ITEM_RUNNING_POWER_POTION 57 #define ITEM_TEMP_STRENGTH_POTION 92 #define ITEM_TEMP_DEXTERITY_POTION 93 #define ITEM_VMX_GAS_GRENADE 69 #define ITEM_EMP_SHOCK_GRENADE 70 #define ITEM_PLASMA_GRENADE 72 #define ITEM_LASER_PISTOL 22 #define ITEM_TWIN_LASER 3 #define ITEM_ADVANCED_SINGLE_LASER 16 #define ITEM_LASER_RIFLE 12 #define ITEM_PLASMA_PISTOL 23 #define ITEM_EXTERMINATOR 13 #define ITEM_ANTIGRAV_POD 112 #define ITEM_SHOES 5 #define ITEM_BOOTS 11 #define ITEM_LIGHT_BOOTS 94 #define ITEM_REINFORCED_BOOTS 95 #define ITEM_HIKING_BOOTS 96 #define ITEM_BUCKLER 19 #define ITEM_SMALL_SHIELD 43 #define ITEM_STANDARD_SHIELD 33 #define ITEM_MEDIUM_SHIELD 97 #define ITEM_LARGE_SHIELD 56 /* #define ITEM_MEDIUM_SHIELD 0 #define ITEM_ROUND_SHIELD 0 #define ITEM_KITE_SHIELD 0 #define ITEM_DOOR_SHIELD 0 #define ITEM_TOWER_SHIELD 0 */ #define ITEM_ARMOR_SIMPLE_JACKET 25 #define ITEM_ARMOR_REINFORCED_JACKET 29 #define ITEM_ARMOR_PROTECTIVE_JACKET 30 #define ITEM_RED_GUARD_LIGHT_ARMOUR 31 #define ITEM_RED_GUARD_HEAVY_ARMOUR 18 #define ITEM_DAGGER 37 // very low sword #define ITEM_SHORT_SWORD 27 // lowest sword #define ITEM_SCIMITAR 34 // low sword #define ITEM_SABER 35 // medium sword #define ITEM_FALCHION 36 // good sword #define ITEM_LONG_SWORD 24 // #define ITEM_CLAYMORE 26 // #define ITEM_MACE 113 // mace #define ITEM_CLUB 38 // club #define ITEM_CAP 20 #define ITEM_SMALL_HELM 50 #define ITEM_IRON_HAT 53 #define ITEM_IRON_HELM 54 #define ITEM_POTHELM 55 #define ITEM_STAFF 39 #define ITEM_SPELLBOOK_OF_CHECK_SYSTEM_INTEGRITY 44 #define ITEM_SPELLBOOK_OF_CALCULATE_PI 46 #define ITEM_SPELLBOOK_OF_BLUE_SCREEN 47 #define ITEM_SPELLBOOK_OF_TELEPORT_HOME 45 #define ITEM_SPELLBOOK_OF_MALFORMED_PACKET 83 #define ITEM_SPELLBOOK_OF_ANALYZE_ITEM 84 #define ITEM_SPELLBOOK_OF_NETHACK 85 #define ITEM_SPELLBOOK_OF_DISPELL_SMOKE 86 #define ITEM_SPELLBOOK_OF_KILLER_POKE 87 #define ITEM_SPELLBOOK_OF_BROADCAST_KILLER_POKE 88 #define ITEM_SPELLBOOK_OF_RICER_CFLAGS 89 #define ITEM_SPELLBOOK_OF_PLASMA_DISCHARGE 90 #define ITEM_SPELLBOOK_OF_INVISIBILITY 91 #define ITEM_SPELLBOOK_OF_SANCTUARY 122 #define ITEM_SPELLBOOK_OF_VIRUS 123 #define ITEM_SPELLBOOK_OF_BROADCAST_VIRUS 124 #define ITEM_SPELLBOOK_OF_REVERSE_ENGINEER 125 #define ITEM_SPELLBOOK_OF_EMERGENCY_SHUTDOWN 126 #define ITEM_SPELLBOOK_OF_LIGHT 127 #define ITEM_SPELLBOOK_OF_SATELLITE_IMAGE 128 #define ITEM_SCRIPT_OF_IDENTIFY 98 #define ITEM_SCRIPT_OF_TELEPORT_HOME 99 /*#define ITEM_START_PLUGIN_WARRIOR 21 #define ITEM_START_PLUGIN_SNIPER 51 #define ITEM_START_PLUGIN_HACKER 52*/ // This is a special item for a mission.... #define ITEM_ENERGETIC_HEART 4 #define ITEM_ULTIMATE_BOOK_OF_FREE_CODE 57 #define ITEM_ULTIMATE_COFFEE_MACHINE 57 #define ITEM_BLUE_ENERGY_DRINK 58 #define ITEM_DIXONS_TOOLBOX 59 #define ITEM_DROID_PART_1 61 #define ITEM_DROID_PART_2 62 #define ITEM_DROID_PART_3 63 #define ITEM_DROID_PART_4 64 #define ITEM_DROID_PART_5 65 #define ITEM_PLASMA_AMMUNITION 66 #define ITEM_LASER_AMMUNITION 67 #define ITEM_EXTERMINATOR_AMMUNITION 68 #define ITEM_RED_DILITIUM_CRYSTAL 74 #define ITEM_MAP_MAKER_SIMPLE 75 #define ITEM_STRENGTH_PILL 76 #define ITEM_DEXTERITY_PILL 77 #define ITEM_MAGIC_PILL 78 #define ITEM_EATING_FORK 80 #define ITEM_EATING_PLATE 81 #define ITEM_DRINKING_MUG 82 //-------------------- // And now we put here all the rectangle definitions and that... // // the inventory rect is the rectangle inside the inventory screen, // where all the items "in the backpack" including the quick inventory // are displayed. it's relative to the top left corner, as always. // #define INVENTORY_RECT_Y 260 #define INVENTORY_RECT_X 8 #define CURRENT_SKILL_RECT_X 537 #define CURRENT_SKILL_RECT_Y (GameConfig . screen_height - 80 * GameConfig . screen_height / 480) #define CURRENT_SKILL_RECT_W 64 #define CURRENT_SKILL_RECT_H 64 #define CURRENT_WEAPON_RECT_X 32 #define CURRENT_WEAPON_RECT_Y 400 #define CURRENT_WEAPON_RECT_W 64 #define CURRENT_WEAPON_RECT_H 64 #define WHOLE_HEALTH_RECT_Y (480-85) #define WHOLE_HEALTH_RECT_W 6 #define WHOLE_HEALTH_RECT_H 50 #define WHOLE_HEALTH_RECT_X 614 #define HEALTH_RECT_COLOR (63*64*64 + 64*8) #define GOLDEN_SCHNITT ((sqrt(5)-1)/2) #define WHOLE_RUNNING_POWER_RECT_X 6 #define WHOLE_RUNNING_POWER_RECT_Y (480-85) #define WHOLE_RUNNING_POWER_RECT_W 6 #define WHOLE_RUNNING_POWER_RECT_H 50 #define WHOLE_EXPERIENCE_COUNTDOWN_RECT_X 19 #define WHOLE_EXPERIENCE_COUNTDOWN_RECT_Y WHOLE_RUNNING_POWER_RECT_Y #define WHOLE_EXPERIENCE_COUNTDOWN_RECT_W WHOLE_RUNNING_POWER_RECT_W #define WHOLE_EXPERIENCE_COUNTDOWN_RECT_H WHOLE_RUNNING_POWER_RECT_H #define WHOLE_FORCE_RECT_Y ( WHOLE_HEALTH_RECT_Y ) #define WHOLE_FORCE_RECT_W ( WHOLE_HEALTH_RECT_W ) #define WHOLE_FORCE_RECT_H ( WHOLE_HEALTH_RECT_H ) #define WHOLE_FORCE_RECT_X ( 640-12) #define FORCE_RECT_COLOR ( 0 * 64 * 64 + 64 * 0 + 63 ) //-------------------- // The weapon rectangle is of course for the weapon the Tux is // using. When using a 2-handed weapon, the 'shield' rectangle // will ALSO be used to show this weapon, since the shield-hand // is also needed to wield such a thing. // #define WEAPON_RECT_WIDTH 67 #define WEAPON_RECT_HEIGHT 112 #define WEAPON_RECT_X 25 #define WEAPON_RECT_Y 117 //-------------------- // The armour rectangle is where you can place some armour // for the body of the Tux. // #define ARMOUR_RECT_WIDTH 66 #define ARMOUR_RECT_HEIGHT 92 #define ARMOUR_RECT_X 130 #define ARMOUR_RECT_Y 70 //-------------------- // The shield rectangle is obviously for the shields, but not only // that: when using a 2-handed weapon, its also good for the weapon // again, to indicate, that no shield can be used in conjunction with // such a 2-handed weapon. // #define SHIELD_RECT_WIDTH 70 #define SHIELD_RECT_HEIGHT 112 #define SHIELD_RECT_X 230 #define SHIELD_RECT_Y 116 //-------------------- // The 'drive' rectangle is actually for the footwear. // #define DRIVE_RECT_WIDTH 64 #define DRIVE_RECT_HEIGHT 64 #define DRIVE_RECT_X 130 #define DRIVE_RECT_Y 175 //-------------------- // Now this is the 'helmet' rectangle. // #define HELMET_RECT_WIDTH 64 #define HELMET_RECT_HEIGHT 64 #define HELMET_RECT_X 25 #define HELMET_RECT_Y 22 //-------------------- // Now these are the 'bracelet' rectangles, where you could put // some wristbands and the like. But since there are no such things // available in the game right now, these slots don't really have a // meaning and therefore currently don't need to appear in the inventory // screen. // #define AUX1_RECT_WIDTH 64 #define AUX1_RECT_HEIGHT 64 #define AUX1_RECT_X 32 #define AUX1_RECT_Y 25 #define AUX2_RECT_WIDTH 64 #define AUX2_RECT_HEIGHT 64 #define AUX2_RECT_X 47 #define AUX2_RECT_Y 210 #endif // Nothing more from here on