/* * * Iter Vehemens ad Necem (IVAN) * Copyright (C) Timo Kiviluoto * Released under the GNU General * Public License * * See LICENSING which should be included * along with this file for more details * */ #ifndef __CONFDEF_H__ #define __CONFDEF_H__ /* * Configuration defines of IVAN */ #define SOLID_ID (1 << 12) #define VALPURIUM (SOLID_ID + 1) #define GRAVEL (SOLID_ID + 2) #define MORAINE (SOLID_ID + 3) #define OCTIRON (SOLID_ID + 4) #define GLASS (SOLID_ID + 5) #define PARCHMENT (SOLID_ID + 6) #define CLOTH (SOLID_ID + 7) #define MITHRIL (SOLID_ID + 8) #define MARBLE (SOLID_ID + 9) #define GOLD (SOLID_ID + 10) #define GRASS (SOLID_ID + 11) #define LEATHER (SOLID_ID + 12) #define LEAF (SOLID_ID + 13) #define FABRIC (SOLID_ID + 14) #define PALM_LEAF (SOLID_ID + 15) #define SULFUR (SOLID_ID + 16) #define UNICORN_HORN (SOLID_ID + 17) #define DIAMOND (SOLID_ID + 18) #define SILVER (SOLID_ID + 19) #define SAPPHIRE (SOLID_ID + 20) #define RUBY (SOLID_ID + 21) #define BRONZE (SOLID_ID + 22) #define COPPER (SOLID_ID + 23) #define TIN (SOLID_ID + 24) #define SPIDER_SILK (SOLID_ID + 25) #define KEVLAR (SOLID_ID + 26) #define OMMEL_HAIR (SOLID_ID + 27) #define HARDENED_LEATHER (SOLID_ID + 28) #define TROLL_HIDE (SOLID_ID + 29) #define NYMPH_HAIR (SOLID_ID + 30) #define ANGEL_HAIR (SOLID_ID + 31) #define PHOENIX_FEATHER (SOLID_ID + 32) #define GOLDEN_EAGLE_FEATHER (SOLID_ID + 33) #define ICE (SOLID_ID + 34) #define DRAGON_HIDE (SOLID_ID + 35) #define ARCANITE (SOLID_ID + 36) #define ILLITHIUM (SOLID_ID + 37) #define BALSA_WOOD (SOLID_ID + 38) #define PINE_WOOD (SOLID_ID + 39) #define FIR_WOOD (SOLID_ID + 40) #define BIRCH_WOOD (SOLID_ID + 41) #define OAK_WOOD (SOLID_ID + 42) #define TEAK_WOOD (SOLID_ID + 43) #define EBONY_WOOD (SOLID_ID + 44) #define BLUE_CRYSTAL (SOLID_ID + 45) #define PURPLE_CRYSTAL (SOLID_ID + 46) #define GREEN_CRYSTAL (SOLID_ID + 47) #define SAND_STONE (SOLID_ID + 48) #define LIME_STONE (SOLID_ID + 49) #define CALCITE (SOLID_ID + 50) #define OBSIDIAN (SOLID_ID + 51) #define GNEISS (SOLID_ID + 52) #define SLATE (SOLID_ID + 53) #define GRANITE (SOLID_ID + 54) #define BASALT (SOLID_ID + 55) #define MILKY_QUARTZ (SOLID_ID + 56) #define FLINT (SOLID_ID + 57) #define QUARTZITE (SOLID_ID + 58) #define AMETHYST (SOLID_ID + 59) #define CITRINE (SOLID_ID + 60) #define ROSE_QUARTZ (SOLID_ID + 61) #define JASPER (SOLID_ID + 62) #define ROCK_CRYSTAL (SOLID_ID + 63) #define DARK_GRASS (SOLID_ID + 64) #define ORGANIC_ID (2 << 12) #define BANANA_FLESH (ORGANIC_ID + 1) #define SCHOOL_FOOD (ORGANIC_ID + 2) #define BANANA_PEEL (ORGANIC_ID + 3) #define KIWI_FLESH (ORGANIC_ID + 4) #define PINEAPPLE_FLESH (ORGANIC_ID + 5) #define PLANT_FIBER (ORGANIC_ID + 6) #define MUTANT_PLANT_FIBER (ORGANIC_ID + 7) #define BONE (ORGANIC_ID + 8) #define BREAD (ORGANIC_ID + 9) #define HOLY_BANANA_FLESH (ORGANIC_ID + 10) #define CARROT_FLESH (ORGANIC_ID + 11) #define OMMEL_CERUMEN (ORGANIC_ID + 12) #define OMMEL_BONE (ORGANIC_ID + 13) #define OMMEL_TOOTH (ORGANIC_ID + 14) #define GAS_ID (3 << 12) #define AIR (GAS_ID + 1) #define MAGICAL_AIR (GAS_ID + 2) #define SMOKE (GAS_ID + 3) #define SKUNK_SMELL (GAS_ID + 4) #define GHOST (GAS_ID + 5) #define MAGIC_VAPOUR (GAS_ID + 6) #define EVIL_WONDER_STAFF_VAPOUR (GAS_ID + 7) #define GOOD_WONDER_STAFF_VAPOUR (GAS_ID + 8) #define FART (GAS_ID + 9) #define LIQUID_ID (4 << 12) #define OMMEL_URINE (LIQUID_ID + 1) #define PEPSI (LIQUID_ID + 2) #define WATER (LIQUID_ID + 3) #define HEALING_LIQUID (LIQUID_ID + 4) #define BLOOD (LIQUID_ID + 5) #define BROWN_SLIME (LIQUID_ID + 6) #define POISON_LIQUID (LIQUID_ID + 7) #define VALDEMAR (LIQUID_ID + 8) #define ANTITODE_LIQUID (LIQUID_ID + 9) #define VODKA (LIQUID_ID + 10) #define TROLL_BLOOD (LIQUID_ID + 11) #define DARK_FROG_BLOOD (LIQUID_ID + 12) #define SPIDER_BLOOD (LIQUID_ID + 13) #define VOMIT (LIQUID_ID + 14) #define ACIDOUS_BLOOD (LIQUID_ID + 15) #define SULPHURIC_ACID (LIQUID_ID + 16) #define DOG_DROOL (LIQUID_ID + 17) #define PEA_SOUP (LIQUID_ID + 18) #define OMMEL_SWEAT (LIQUID_ID + 19) #define OMMEL_TEARS (LIQUID_ID + 20) #define OMMEL_SNOT (LIQUID_ID + 21) #define SWEAT (LIQUID_ID + 22) #define GLOWING_BLOOD (LIQUID_ID + 23) #define YELLOW_SLIME (LIQUID_ID + 24) #define SICK_BLOOD (LIQUID_ID + 25) #define FLESH_ID (5 << 12) #define GOBLINOID_FLESH (FLESH_ID + 1) #define PORK (FLESH_ID + 2) #define BEEF (FLESH_ID + 3) #define FROG_FLESH (FLESH_ID + 4) #define ELPURI_FLESH (FLESH_ID + 5) #define HUMAN_FLESH (FLESH_ID + 6) #define DOLPHIN_FLESH (FLESH_ID + 7) #define BEAR_FLESH (FLESH_ID + 8) #define WOLF_FLESH (FLESH_ID + 9) #define DOG_FLESH (FLESH_ID + 10) #define ENNER_BEAST_FLESH (FLESH_ID + 11) #define SPIDER_FLESH (FLESH_ID + 12) #define JACKAL_FLESH (FLESH_ID + 13) #define MUTANT_ASS_FLESH (FLESH_ID + 14) #define BAT_FLESH (FLESH_ID + 15) #define WERE_WOLF_FLESH (FLESH_ID + 16) #define KOBOLD_FLESH (FLESH_ID + 17) #define GIBBERLING_FLESH (FLESH_ID + 18) #define CAT_FLESH (FLESH_ID + 19) #define RAT_FLESH (FLESH_ID + 20) #define ANGEL_FLESH (FLESH_ID + 21) #define DWARF_FLESH (FLESH_ID + 22) #define DAEMON_FLESH (FLESH_ID + 23) #define MAMMOTH_FLESH (FLESH_ID + 24) #define BLACK_UNICORN_FLESH (FLESH_ID + 25) #define GRAY_UNICORN_FLESH (FLESH_ID + 26) #define WHITE_UNICORN_FLESH (FLESH_ID + 27) #define LION_FLESH (FLESH_ID + 28) #define BUFFALO_FLESH (FLESH_ID + 29) #define SNAKE_FLESH (FLESH_ID + 30) #define ORC_FLESH (FLESH_ID + 31) #define OSTRICH_FLESH (FLESH_ID + 32) #define CHAMELEON_FLESH (FLESH_ID + 33) #define FLOATING_EYE_FLESH (FLESH_ID + 34) #define MUSHROOM_FLESH (FLESH_ID + 35) #define MOOSE_FLESH (FLESH_ID + 36) #define MAGPIE_FLESH (FLESH_ID + 37) #define SKUNK_FLESH (FLESH_ID + 38) #define HEDGEHOG_FLESH (FLESH_ID + 39) #define MUTANT_BUNNY_FLESH (FLESH_ID + 40) #define HATTIFATTENER_FLESH (FLESH_ID + 41) #define BLINK_DOG_FLESH (FLESH_ID + 42) #define MAGIC_MUSHROOM_FLESH (FLESH_ID + 43) #define SICK_SPIDER_FLESH (FLESH_ID + 44) #define POWDER_ID (6 << 12) #define GUN_POWDER (POWDER_ID + 1) #define SNOW (POWDER_ID + 2) #define SAND (POWDER_ID + 3) #define IRON_ALLOY_ID (7 << 12) #define IRON (IRON_ALLOY_ID + 1) #define STEEL (IRON_ALLOY_ID + 2) #define METEORIC_STEEL (IRON_ALLOY_ID + 3) #define ADAMANT (IRON_ALLOY_ID + 4) #define LONG_SWORD 1 #define TWO_HANDED_SWORD 2 #define TWO_HANDED_SCIMITAR 3 #define SPEAR 4 #define AXE 5 #define HALBERD 6 #define MACE 7 #define WAR_HAMMER 8 #define SICKLE 9 #define DAGGER 10 #define SHORT_SWORD 11 #define BASTARD_SWORD 12 #define BATTLE_AXE 13 #define SCYTHE 14 #define QUARTER_STAFF 15 #define HAMMER 16 #define CHAIN_MAIL 1 #define PLATE_MAIL 2 #define ARMOR_OF_GREAT_HEALTH 3 #define CHEAP 1 #define EXPENSIVE 2 #define WAND_OF_POLYMORPH 1 #define WAND_OF_STRIKING 2 #define WAND_OF_FIRE_BALLS 3 #define WAND_OF_TELEPORTATION 4 #define WAND_OF_HASTE 5 #define WAND_OF_SLOW 6 #define WAND_OF_RESURRECTION 7 #define WAND_OF_DOOR_CREATION 8 #define WAND_OF_INVISIBILITY 9 #define WAND_OF_CLONING 10 #define WAND_OF_LIGHTNING 11 #define WAND_OF_ACID_RAIN 12 #define WAND_OF_MIRRORING 13 #define WAND_OF_NECROMANCY 14 #define RUNED_WHIP 1 #define BIG_MINE 1 #define CLOAK_OF_INVISIBILITY 1 #define CLOAK_OF_FIRE_RESISTANCE 2 #define CLOAK_OF_ELECTRICITY_RESISTANCE 3 #define CLOAK_OF_ACID_RESISTANCE 4 #define BOOT_OF_STRENGTH 1 #define BOOT_OF_AGILITY 2 #define BOOT_OF_KICKING 3 #define GAUNTLET_OF_STRENGTH 1 #define GAUNTLET_OF_DEXTERITY 2 #define RING_OF_FIRE_RESISTANCE 1 #define RING_OF_POLYMORPH_CONTROL 2 #define RING_OF_INFRA_VISION 3 #define RING_OF_TELEPORTATION 4 #define RING_OF_TELEPORT_CONTROL 5 #define RING_OF_POLYMORPH 6 #define RING_OF_POISON_RESISTANCE 7 #define RING_OF_INVISIBILITY 8 #define RING_OF_ELECTRICITY_RESISTANCE 9 #define RING_OF_SEARCHING 10 #define RING_OF_ACID_RESISTANCE 11 #define AMULET_OF_LIFE_SAVING 1 #define AMULET_OF_ESP 2 #define FULL_HELMET 1 #define HELM_OF_PERCEPTION 2 #define HELM_OF_UNDERSTANDING 3 #define HELM_OF_BRILLIANCE 4 #define HELM_OF_ATTRACTIVITY 5 #define GOROVITS_FAMILY_GAS_MASK 6 #define BELT_OF_CARRYING 1 #define BELT_OF_LEVITATION 2 #define SMALL_CHEST 1 #define CHEST 2 #define LARGE_CHEST 3 #define STRONG_BOX 4 #define BRAVERY 1 #define FEAR 2 #define ROOKIE 1 #define VETERAN 2 #define EUNUCH 3 #define PATROL 4 #define SHOP 5 #define ELITE 6 #define MASTER 7 #define GRAND_MASTER 8 #define DARK 1 #define GREATER_DARK 2 #define GIANT_DARK 3 #define LIGHT 4 #define GREATER_LIGHT 5 #define GIANT_LIGHT 6 #define WARRIOR 1 #define WAR_LORD 2 #define BERSERKER 1 #define BUTCHER 2 #define PRINCE 3 #define KING 4 #define CONICAL 1 #define FLAT 2 #define LARGE 1 #define GIANT 2 #define BLACK_BEAR 1 #define GRIZZLY_BEAR 2 #define CAVE_BEAR 3 #define POLAR_BEAR 4 #define TORTURING_CHIEF 1 #define WHIP_CHAMPION 2 #define WAR_LADY 3 #define QUEEN 4 #define CHIEFTAIN 1 #define LORD 2 #define PATRIARCH 3 #define GREATER 1 #define GIANT 2 #define SLAUGHTERER 1 #define SQUAD_LEADER 2 #define OFFICER 3 #define GENERAL 4 #define MARSHAL 5 #define APPRENTICE 1 #define BATTLE_MAGE 2 #define ELDER 3 #define ARCH_MAGE 4 /* Least significant bit defines sex */ #define BABY_MALE 2 #define BABY_FEMALE 3 #define ADULT_MALE 4 #define ADULT_FEMALE 5 #define APPRENTICE_NECROMANCER 1 #define MASTER_NECROMANCER 2 #define HUSBAND 1 #define WIFE 2 #define CHILD 3 #define PARQUET 1 #define FLOOR 2 #define GROUND 3 #define GRASS_TERRAIN 4 #define LANDING_SITE 5 #define SNOW_TERRAIN 6 #define DARK_GRASS_TERRAIN 7 #define SAND_TERRAIN 8 #define POOL 1 #define UNDERGROUND_LAKE 2 #define BRICK_FINE 1 #define BRICK_PROPAGANDA 2 #define BRICK_OLD 3 #define BRICK_PRIMITIVE 4 #define BRICK_PRIMITIVE_PROPAGANDA 5 #define STONE_WALL 6 #define ICE_WALL 7 #define PINE 1 #define FIR 2 #define HOLY_TREE 3 #define CARPET 4 #define COUCH 5 #define DOUBLE_BED 6 #define POOL_BORDER 7 #define POOL_CORNER 8 #define PALM 9 #define SNOW_PINE 10 #define SNOW_FIR 11 #define ANVIL 12 #define SHARD 13 #define CACTUS 14 #define OAK 15 #define BIRCH 16 #define TEAK 17 #define DWARF_BIRCH 18 #define SNOW_BOULDER 4 #define OREE_LAIR_ENTRY 300 #define OREE_LAIR_EXIT 400 #define SUMO_ARENA_ENTRY 700 #define SUMO_ARENA_EXIT 800 #define BOOK_CASE 1 #define ROOM_NORMAL 1 #define ROOM_SHOP 2 #define ROOM_CATHEDRAL 3 #define ROOM_LIBRARY 4 #define ROOM_BANANA_DROP_AREA 5 #define ROOM_SUMO_ARENA 6 #endif