/* * * 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 * */ /* * NOTICE!!! * * This file contains SPOILERS, which might ruin your IVAN experience * totally. Also, editing anything can DESTROY GAME BALANCE or CAUSE * OBSCURE BUGS if you don't know what you're doing. So from here on, * proceed at your own risk! */ /* Numerical defines for other script files */ #define NONE 0 #define MIRROR 1 #define FLIP 2 #define ROTATE 4 #define RED 63488 #define GREEN 2016 #define BLUE 31 #define YELLOW 65504 #define PINK 61470 #define WHITE 65535 #define LIGHT_GRAY 46518 #define DARK_GRAY 21130 #define BLACK 0 #define TRANSPARENT_COLOR 63519 #define POLYMORPHED (1 << 0) #define HASTE (1 << 1) #define SLOW (1 << 2) #define POLYMORPH_CONTROL (1 << 3) #define LIFE_SAVED (1 << 4) #define LYCANTHROPY (1 << 5) #define INVISIBLE (1 << 6) #define INFRA_VISION (1 << 7) #define ESP (1 << 8) #define POISONED (1 << 9) #define TELEPORT (1 << 10) #define POLYMORPH (1 << 11) #define TELEPORT_CONTROL (1 << 12) #define PANIC (1 << 13) #define CONFUSED (1 << 14) #define PARASITIZED (1 << 15) #define SEARCHING (1 << 16) #define GAS_IMMUNITY (1 << 17) #define LEVITATION (1 << 18) #define LEPROSY (1 << 19) #define HICCUPS (1 << 20) #define HEAD 1 #define TORSO 2 #define RIGHT_ARM 4 #define LEFT_ARM 8 #define ARMS 12 #define GROIN 16 #define RIGHT_LEG 32 #define LEFT_LEG 64 #define LEGS 96 #define OTHER 128 #define ALL 255 #define PHYSICAL_DAMAGE 1 #define SOUND 2 #define ACID 4 #define FIRE 8 #define ELECTRICITY 16 #define ENERGY 32 #define POISON 64 #define DRAIN 128 #define THROW 32768 #define UNDEFINED 0 #define MALE 1 #define FEMALE 2 #define TRANSSEXUAL 3 #define TORSO_INDEX 0 #define HEAD_INDEX 1 #define RIGHT_ARM_INDEX 2 #define LEFT_ARM_INDEX 3 #define GROIN_INDEX 4 #define RIGHT_LEG_INDEX 5 #define LEFT_LEG_INDEX 6 #define ALPP 0 #define ALP 1 #define AL 2 #define ALM 3 #define ANP 4 #define AN 5 #define ANM 6 #define ACP 7 #define AC 8 #define ACM 9 #define ACMM 10 #define UNARTICLED 0 #define PLURAL 1 #define ARTICLE_BIT 2 #define DEFINITE 2 #define INDEFINE_BIT 4 #define INDEFINITE 6 #define ANY_CATEGORY 2147483647 #define HELMET (1 << 0) #define AMULET (1 << 1) #define CLOAK (1 << 2) #define BODY_ARMOR (1 << 3) #define WEAPON (1 << 4) #define SHIELD (1 << 5) #define RING (1 << 6) #define GAUNTLET (1 << 7) #define BELT (1 << 8) #define BOOT (1 << 9) #define FOOD (1 << 10) #define POTION (1 << 11) #define SCROLL (1 << 12) #define BOOK (1 << 13) #define WAND (1 << 14) #define TOOL (1 << 15) #define VALUABLE (1 << 16) #define MISC (1 << 17) #define GOOD 1 #define NEUTRAL 2 #define EVIL 3 #define CT_FRUIT 1 #define CT_MEAT 2 #define CT_METAL 4 #define CT_MINERAL 8 #define CT_LIQUID 16 #define CT_BONE 32 #define CT_PROCESSED 64 #define CT_MISC_ORGANIC 128 #define CT_PLASTIC 256 #define CT_GAS 512 #define LEFT 0 #define DOWN 1 #define UP 2 #define RIGHT 3 #define CENTER 4 #define HOSTILE 1 #define UNCARING 2 #define FRIEND 4 #define MARTIAL_SKILL_CATEGORIES 3 #define WEAPON_SKILL_CATEGORIES 11 #define UNARMED 0 #define KICK 1 #define BITE 2 #define UNCATEGORIZED 3 #define SMALL_SWORDS 4 #define LARGE_SWORDS 5 #define BLUNT_WEAPONS 6 #define AXES 7 #define POLE_ARMS 8 #define WHIPS 9 #define SHIELDS 10 #define LOCKED 1 #define EFFECT_NOTHING 0 #define EFFECT_POISON 1 #define EFFECT_DARKNESS 2 #define EFFECT_OMMEL_URINE 3 #define EFFECT_PEPSI 4 #define EFFECT_KOBOLD_FLESH 5 #define EFFECT_HEAL 6 #define EFFECT_LYCANTHROPY 7 #define EFFECT_SCHOOL_FOOD 8 #define EFFECT_ANTIDOTE 9 #define EFFECT_CONFUSE 10 #define EFFECT_POLYMORPH 11 #define EFFECT_ESP 12 #define EFFECT_SKUNK_SMELL 13 #define EFFECT_MAGIC_MUSHROOM 14 #define EFFECT_TRAIN_PERCEPTION 15 #define EFFECT_HOLY_BANANA 16 #define EFFECT_EVIL_WONDER_STAFF_VAPOUR 17 #define EFFECT_GOOD_WONDER_STAFF_VAPOUR 18 #define EFFECT_PEA_SOUP 19 #define EFFECT_BLACK_UNICORN_FLESH 20 #define EFFECT_GRAY_UNICORN_FLESH 21 #define EFFECT_WHITE_UNICORN_FLESH 22 #define EFFECT_TELEPORT_CONTROL 23 #define EFFECT_MUSHROOM 24 #define EFFECT_OMMEL_CERUMEN 25 #define EFFECT_OMMEL_SWEAT 26 #define EFFECT_OMMEL_TEARS 27 #define EFFECT_OMMEL_SNOT 28 #define EFFECT_OMMEL_BONE 29 /* CEM = Consume End Message */ #define CEM_NOTHING 0 #define CEM_SCHOOL_FOOD 1 #define CEM_BONE 2 #define CEM_FROG_FLESH 3 #define CEM_OMMEL 4 #define CEM_PEPSI 5 #define CEM_KOBOLD_FLESH 6 #define CEM_HEALING_LIQUID 7 #define CEM_ANTIDOTE 8 #define CEM_ESP 9 #define CEM_HOLY_BANANA 10 #define CEM_PEA_SOUP 11 #define CEM_BLACK_UNICORN_FLESH 12 #define CEM_GRAY_UNICORN_FLESH 13 #define CEM_WHITE_UNICORN_FLESH 14 #define CEM_OMMEL_BONE 15 /* HM = Hit Message */ #define HM_NOTHING 0 #define HM_SCHOOL_FOOD 1 #define HM_FROG_FLESH 2 #define HM_OMMEL 3 #define HM_PEPSI 4 #define HM_KOBOLD_FLESH 5 #define HM_HEALING_LIQUID 6 #define HM_ANTIDOTE 7 #define HM_CONFUSE 8 #define HM_HOLY_BANANA 9 #define SOLID_ID 4096 #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 (4096 * 2) #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 (4096 * 3) #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 (4096 * 4) #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 ANTIDOTE_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 (4096 * 5) #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 (4096 * 6) #define GUN_POWDER (POWDER_ID + 1) #define SNOW (POWDER_ID + 2) #define SAND (POWDER_ID + 3) #define IRON_ALLOY_ID (4096 * 7) #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 UNARMED_ATTACK 0 #define WEAPON_ATTACK 1 #define KICK_ATTACK 2 #define BITE_ATTACK 3 #define USE_ARMS 1 #define USE_LEGS 2 #define USE_HEAD 4 #define ATTRIBUTES 10 #define BASE_ATTRIBUTES 6 #define ENDURANCE 0 #define PERCEPTION 1 #define INTELLIGENCE 2 #define WISDOM 3 #define CHARISMA 4 #define MANA 5 #define ARM_STRENGTH 6 #define LEG_STRENGTH 7 #define DEXTERITY 8 #define AGILITY 9 #define F_ENDURANCE (1 << ENDURANCE) #define F_PERCEPTION (1 << PERCEPTION) #define F_INTELLIGENCE (1 << INTELLIGENCE) #define F_WISDOM (1 << WISDOM) #define F_CHARISMA (1 << CHARISMA) #define F_MANA (1 << MANA) #define F_ARM_STRENGTH (1 << ARM_STRENGTH) #define F_LEG_STRENGTH (1 << LEG_STRENGTH) #define F_DEXTERITY (1 << DEXTERITY) #define F_AGILITY (1 << AGILITY) #define HELMET_INDEX 0 #define AMULET_INDEX 1 #define CLOAK_INDEX 2 #define BODY_ARMOR_INDEX 3 #define BELT_INDEX 4 #define RIGHT_WIELDED_INDEX 5 #define LEFT_WIELDED_INDEX 6 #define RIGHT_RING_INDEX 7 #define LEFT_RING_INDEX 8 #define RIGHT_GAUNTLET_INDEX 9 #define LEFT_GAUNTLET_INDEX 10 #define RIGHT_BOOT_INDEX 11 #define LEFT_BOOT_INDEX 12 #define BROKEN 128 #define WINDOW 1024 #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 STAIRS_UP 100 #define STAIRS_DOWN 200 #define OREE_LAIR_ENTRY 300 #define OREE_LAIR_EXIT 400 #define SUMO_ARENA_ENTRY 700 #define SUMO_ARENA_EXIT 800 #define FOUNTAIN 65535 #define BOOK_CASE 1 #define CHEST_OF_DRAWERS 2 #define WORLD_MAP 255 #define DEFAULT_TEAM 255 /* Hard-coded teams */ #define PLAYER_TEAM 0 #define MONSTER_TEAM 1 #define ATTNAM_TEAM 2 #define SUMO_TEAM 3 #define IVAN_TEAM 6 #define NEW_ATTNAM_TEAM 7 #define COLONIST_TEAM 8 #define TOURIST_GUIDE_TEAM 9 #define TOURIST_TEAM 10 #define BETRAYED_TEAM 11 #define NOT_WALKABLE 1 #define HAS_CHARACTER 2 #define IN_ROOM 4 #define NOT_IN_ROOM 8 #define ATTACHABLE (16|NOT_IN_ROOM) /* overrides IN_ROOM */ #define HAS_NO_OTERRAIN 32 #define RANDOM 0 #define ELPURI_CAVE 1 #define ATTNAM 2 #define NEW_ATTNAM 3 #define UNDER_WATER_TUNNEL 4 #define UNDER_WATER_TUNNEL_EXIT 128 #define VESANA_LEVEL 2 #define CRYSTAL_LEVEL 3 #define SPIDER_LEVEL 4 #define ENNER_BEAST_LEVEL 4 #define ZOMBIE_LEVEL 5 #define IVAN_LEVEL 7 #define DARK_LEVEL 8 #define OREE_LAIR 12 #define RECTANGLE 1 #define ROUND_CORNERS 2 #define VALPURUS 1 #define LEGIFER 2 #define ATAVUS 3 #define DULCIS 4 #define SEGES 5 #define SOPHOS 6 #define TERRA 7 #define SILVA 7 #define LORICATUS 8 #define MELLIS 9 #define CLEPTIA 10 #define NEFAS 11 #define SCABIES 12 #define INFUSCOR 13 #define CRUENTUS 14 #define MORTIFER 15 #define ATHEIST 16 #define MAX_PRICE 2147483647 #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 #define BEAM_POLYMORPH 0 #define BEAM_STRIKE 1 #define BEAM_FIRE_BALL 2 #define BEAM_TELEPORT 3 #define BEAM_HASTE 4 #define BEAM_SLOW 5 #define BEAM_RESURRECT 6 #define BEAM_INVISIBILITY 7 #define BEAM_DUPLICATE 8 #define BEAM_LIGHTNING 9 #define BEAM_DOOR_CREATION 10 #define BEAM_ACID_RAIN 11 #define BEAM_NECROMANCY 12 #define BEAM_STYLES 3 #define PARTICLE_BEAM 0 #define LIGHTNING_BEAM 1 #define SHIELD_BEAM 2 #define RANDOM_COLOR 65536 #define NO_LIMIT 65535 #define NO_BROKEN 1 #define IGNORE_BROKEN_PRICE 2 #define N_LOCK_ID 1024 #define S_LOCK_ID 16384 #define LOCK_DELTA 1024 #define BROKEN_LOCK S_LOCK_ID /* Normal lock types, which can be randomized */ #define ROUND_LOCK (N_LOCK_ID + LOCK_DELTA * 1) #define SQUARE_LOCK (N_LOCK_ID + LOCK_DELTA * 2) #define TRIANGULAR_LOCK (N_LOCK_ID + LOCK_DELTA * 3) /* Special lock types, which must be generated in the script */ #define HEXAGONAL_LOCK (S_LOCK_ID + LOCK_DELTA * 1) #define OCTAGONAL_LOCK (S_LOCK_ID + LOCK_DELTA * 2) #define DESERT 1 #define JUNGLE 2 #define STEPPE 3 #define LEAFY_FOREST 4 #define EVERGREEN_FOREST 5 #define TUNDRA 6 #define GLACIER 7 #define NO_MOVE 0 #define WALK 1 #define SWIM 2 #define FLY 4 #define ETHEREAL 8 #define ANY_MOVE 15 #define NOT_RUSTED 0 #define SLIGHTLY_RUSTED 1 #define RUSTED 2 #define VERY_RUSTED 3 #define SKIN_COLOR 1 #define CAP_COLOR 2 #define HAIR_COLOR 4 #define EYE_COLOR 8 #define TORSO_MAIN_COLOR 16 #define BELT_COLOR 32 #define BOOT_COLOR 64 #define TORSO_SPECIAL_COLOR 128 #define ARM_MAIN_COLOR 256 #define GAUNTLET_COLOR 512 #define ARM_SPECIAL_COLOR 1024 #define LEG_MAIN_COLOR 2048 #define LEG_SPECIAL_COLOR 4096 #define CLOTH_COLOR (CAP_COLOR|TORSO_MAIN_COLOR|ARM_MAIN_COLOR|GAUNTLET_COLOR|LEG_MAIN_COLOR) /* contentscript Flags */ #define IS_LEADER 1 #define IS_MASTER 2 #define DEPENDS_ON_ATTRIBUTES 65535 #define FOLLOW_PLAYER 1 #define FLEE_FROM_ENEMIES 2 #define DONT_CHANGE_EQUIPMENT 4 #define DONT_CONSUME_ANYTHING_VALUABLE 8 #define NO_PARAMETERS 255 #define GRAY_FRACTAL 0 #define RED_FRACTAL 1 #define GREEN_FRACTAL 2 #define BLUE_FRACTAL 3 #define YELLOW_FRACTAL 4 #define BLUNT 1 #define SLASH 2 #define PIERCE 4 /*************************/ /* Common DataBase flags */ /*************************/ /* CommonFlags */ #define IS_ABSTRACT 1 #define HAS_SECONDARY_MATERIAL 2 #define CREATE_DIVINE_CONFIGURATIONS 4 #define CAN_BE_WISHED 8 #define CAN_BE_DESTROYED 16 #define IS_VALUABLE 32 #define CAN_BE_MIRRORED 64 /* NameFlags */ #define USE_AN 1 #define USE_ADJECTIVE_AN 2 #define NO_ARTICLE 4 #define FORCE_THE 8 #define SHOW_MATERIAL 16 /***************************/ /* Material DataBase flags */ /***************************/ /* CommonFlags */ /* NameFlags (only USE_AN) */ /* CategoryFlags */ #define IS_METAL 1 #define IS_BLOOD 2 #define CAN_BE_TAILORED 4 #define IS_SPARKLING 8 #define IS_SCARY 16 #define IS_GOLEM_MATERIAL 32 /* BodyFlags */ #define IS_ALIVE 1 #define IS_WARM 2 #define CAN_HAVE_PARASITE 4 #define USE_MATERIAL_ATTRIBUTES 8 #define CAN_REGENERATE 16 /* InteractionFlags */ #define CAN_BURN 1 #define CAN_EXPLODE 2 #define CAN_DISSOLVE 4 #define AFFECT_INSIDE 8 #define EFFECT_IS_GOOD 16 /*************************/ /* End of DataBase flags */ /*************************/ #define BONUS_LIVES 0 /* room flags */ #define NO_MONSTER_GENERATION 1 ; /* this line must be here */