mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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701 lines
22 KiB
Text
701 lines
22 KiB
Text
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//**************************************************************************
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//**
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//** zdefs.acs
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//**
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//** Common definitions for use when compiling ACS scripts for ZDoom
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//**
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//**************************************************************************
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#define TRUE 1
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#define FALSE 0
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#define ON 1
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#define OFF 0
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#define YES 1
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#define NO 0
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#define LINE_FRONT 0
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#define LINE_BACK 1
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define TEXTURE_TOP 0
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#define TEXTURE_MIDDLE 1
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#define TEXTURE_BOTTOM 2
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// same information as combinable bit flags
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#define TEXFLAG_TOP 1
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#define TEXFLAG_MIDDLE 2
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#define TEXFLAG_BOTTOM 4
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#define GAME_SINGLE_PLAYER 0
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#define GAME_NET_COOPERATIVE 1
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#define GAME_NET_DEATHMATCH 2
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#define GAME_TITLE_MAP 3
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// Classes are only useful with Hexen
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#define CLASS_FIGHTER 0
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#define CLASS_CLERIC 1
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#define CLASS_MAGE 2
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#define SKILL_VERY_EASY 0
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#define SKILL_EASY 1
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#define SKILL_NORMAL 2
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#define SKILL_HARD 3
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#define SKILL_VERY_HARD 4
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#define BLOCK_NOTHING 0
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#define BLOCK_CREATURES 1
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#define BLOCK_EVERYTHING 2
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#define BLOCK_RAILING 3
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#define BLOCK_PLAYERS 4
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#define SCROLL 0
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#define CARRY 1
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#define SCROLL_AND_CARRY 2
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// Means-of-death for Sector_SetDamage --------------------------------------
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#define MOD_UNKNOWN 0
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#define MOD_ROCKET 5
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#define MOD_R_SPLASH 6
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#define MOD_PLASMARIFLE 7
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#define MOD_BFG_BOOM 8
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#define MOD_BFG_SPLASH 9
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#define MOD_CHAINSAW 10
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#define MOD_SSHOTGUN 11
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#define MOD_WATER 12
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#define MOD_SLIME 13
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#define MOD_LAVA 14
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#define MOD_CRUSH 15
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#define MOD_TELEFRAG 16
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#define MOD_FALLING 17
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#define MOD_SUICIDE 18
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#define MOD_BARREL 19
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#define MOD_EXIT 20
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#define MOD_SPLASH 21
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#define MOD_HIT 22
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#define MOD_RAILGUN 23
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#define MOD_ICE 24
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#define MOD_DISINTEGRATE 25
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#define MOD_POISON 26
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#define MOD_ELECTRIC 27
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// Return values for PlayMovie ----------------------------------------------
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#define MOVIE_Played 0
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#define MOVIE_Played_NoVideo 1
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#define MOVIE_Played_Aborted 2
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#define MOVIE_Failed -1
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// Player properties --------------------------------------------------------
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#define PROP_FROZEN 0
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#define PROP_NOTARGET 1
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#define PROP_INSTANTWEAPONSWITCH 2
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#define PROP_FLY 3
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#define PROP_TOTALLYFROZEN 4
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// The following properties correspond to powers given by certain items
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#define PROP_INVULNERABILITY 5
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#define PROP_STRENGTH 6
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#define PROP_INVISIBILITY 7
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#define PROP_RADIATIONSUIT 8
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#define PROP_ALLMAP 9
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#define PROP_INFRARED 10
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#define PROP_WEAPONLEVEL2 11
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#define PROP_FLIGHT 12
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#define PROP_SPEED 15
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// Player input -------------------------------------------------------------
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// These are the original inputs sent by the player.
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#define INPUT_OLDBUTTONS 0
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#define INPUT_BUTTONS 1
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#define INPUT_PITCH 2
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#define INPUT_YAW 3
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#define INPUT_ROLL 4
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#define INPUT_FORWARDMOVE 5
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#define INPUT_SIDEMOVE 6
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#define INPUT_UPMOVE 7
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// These are the inputs, as modified by P_PlayerThink().
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// Most of the time, these will match the original inputs, but
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// they can be different if a player is frozen or using a
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// chainsaw.
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#define MODINPUT_OLDBUTTONS 8
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#define MODINPUT_BUTTONS 9
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#define MODINPUT_PITCH 10
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#define MODINPUT_YAW 11
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#define MODINPUT_ROLL 12
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#define MODINPUT_FORWARDMOVE 13
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#define MODINPUT_SIDEMOVE 14
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#define MODINPUT_UPMOVE 15
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// Player buttons -----------------------------------------------------------
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#define BT_ATTACK 1
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#define BT_USE 2
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#define BT_JUMP 4
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#define BT_CROUCH 8
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#define BT_TURN180 16
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#define BT_ALTATTACK 32
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#define BT_RELOAD 64
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#define BT_ZOOM 128
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#define BT_SPEED 256
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#define BT_STRAFE 512
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#define BT_MOVERIGHT 1024
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#define BT_MOVELEFT 2048
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#define BT_BACK 4096
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#define BT_FORWARD 8192
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#define BT_RIGHT 16384
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#define BT_LEFT 32768
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#define BT_LOOKUP 65536
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#define BT_LOOKDOWN 131072
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#define BT_MOVEUP 262144
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#define BT_MOVEDOWN 524288
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#define BT_SHOWSCORES 1048576
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// Do whatever you want with these.
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#define BT_USER1 2097152
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#define BT_USER2 4194304
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#define BT_USER3 8388608
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#define BT_USER4 16777216
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// Text colors --------------------------------------------------------------
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#define CR_UNTRANSLATED -1
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#define CR_BRICK 0
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#define CR_TAN 1
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#define CR_GRAY 2
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#define CR_GREY 2
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#define CR_GREEN 3
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#define CR_BROWN 4
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#define CR_GOLD 5
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#define CR_RED 6
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#define CR_BLUE 7
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#define CR_ORANGE 8
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#define CR_WHITE 9
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#define CR_YELLOW 10
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#define CR_BLACK 12
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#define CR_LIGHTBLUE 13
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#define CR_CREAM 14
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#define CR_OLIVE 15
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#define CR_DARKGREEN 16
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#define CR_DARKRED 17
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#define CR_DARKBROWN 18
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#define CR_PURPLE 19
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#define CR_DARKGRAY 20
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#define CR_DARKGREY 20
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// HUD message types --------------------------------------------------------
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#define HUDMSG_PLAIN 0
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#define HUDMSG_FADEOUT 1
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#define HUDMSG_TYPEON 2
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#define HUDMSG_FADEINOUT 3
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// OR this with one of the above to log the hudmessage to the console.
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// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
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#define HUDMSG_LOG 0x80000000
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// OR this with one of the above if the color you passed is a string
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// instead of one of the CR_ constants.
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#define HUDMSG_COLORSTRING 0x40000000
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// "Scripted" Marine weapon types -------------------------------------------
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#define MARINEWEAPON_Dummy 0
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#define MARINEWEAPON_Fist 1
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#define MARINEWEAPON_BerserkFist 2
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#define MARINEWEAPON_Chainsaw 3
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#define MARINEWEAPON_Pistol 4
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#define MARINEWEAPON_Shotgun 5
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#define MARINEWEAPON_SuperShotgun 6
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#define MARINEWEAPON_Chaingun 7
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#define MARINEWEAPON_RocketLauncher 8
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#define MARINEWEAPON_PlasmaRifle 9
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#define MARINEWEAPON_Railgun 10
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#define MARINEWEAPON_BFG 11
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// Actor properties you can get/set -----------------------------------------
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#define APROP_Health 0
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#define APROP_Speed 1
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#define APROP_Damage 2
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#define APROP_Alpha 3
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#define APROP_RenderStyle 4
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#define APROP_Ambush 10
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#define APROP_Invulnerable 11
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#define APROP_JumpZ 12
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#define APROP_ChaseGoal 13
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#define APROP_Frightened 14
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#define APROP_Gravity 15
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#define APROP_Friendly 16
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#define APROP_SpawnHealth 17
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#define APROP_SeeSound 5 // Sounds can only be set, not gotten
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#define APROP_AttackSound 6
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#define APROP_PainSound 7
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#define APROP_DeathSound 8
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#define APROP_ActiveSound 9
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// Render Styles ------------------------------------------------------------
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#define STYLE_None 0 // Do not draw
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#define STYLE_Normal 1 // Normal; just copy the image to the screen
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#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
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#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
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#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
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#define STYLE_Translucent 64 // Draw translucent
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#define STYLE_Add 65 // Draw additive
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// Properties you can use with GetLevelInfo() -------------------------------
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#define LEVELINFO_PAR_TIME 0
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#define LEVELINFO_CLUSTERNUM 1
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#define LEVELINFO_LEVELNUM 2
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#define LEVELINFO_TOTAL_SECRETS 3
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#define LEVELINFO_FOUND_SECRETS 4
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#define LEVELINFO_TOTAL_ITEMS 5
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#define LEVELINFO_FOUND_ITEMS 6
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#define LEVELINFO_TOTAL_MONSTERS 7
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#define LEVELINFO_KILLED_MONSTERS 8
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#define LEVELINFO_SUCK_TIME 9
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// Properties you can use with GetPlayerInfo() ------------------------------
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#define PLAYERINFO_TEAM 0
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#define PLAYERINFO_AIMDIST 1
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#define PLAYERINFO_COLOR 2
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#define PLAYERINFO_GENDER 3
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#define PLAYERINFO_NEVERSWITCH 4
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#define PLAYERINFO_MOVEBOB 5
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#define PLAYERINFO_STILLBOB 6
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#define PLAYERINFO_PLAYERCLASS 7
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// Flags for ReplaceTextures ------------------------------------------------
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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// Flags for SectorDamage ---------------------------------------------------
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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// Flags for MorphActor -----------------------------------------------------
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#define MRF_OLDEFFECTS 0x00000000
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#define MRF_ADDSTAMINA 0x00000001
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#define MRF_FULLHEALTH 0x00000002
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#define MRF_UNDOBYTOMEOFPOWER 0x00000004
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#define MRF_UNDOBYCHAOSDEVICE 0x00000008
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#define MRF_FAILNOTELEFRAG 0x00000010
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#define MRF_FAILNOLAUGH 0x00000020
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#define MRF_WHENINVULNERABLE 0x00000040
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#define MRF_LOSEACTUALWEAPON 0x00000080
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#define MRF_NEWTIDBEHAVIOUR 0x00000100
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#define MRF_UNDOBYDEATH 0x00000200
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#define MRF_UNDOBYDEATHFORCED 0x00000400
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#define MRF_UNDOBYDEATHSAVES 0x00000800
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// Shared spawnable things from Hexen. You can spawn these in the other -----
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// games if you provide sprites for them, otherwise they'll be invisible. ---
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#define T_ROCK1 41
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#define T_ROCK2 42
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#define T_ROCK3 43
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#define T_DIRT1 44
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#define T_DIRT2 45
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#define T_DIRT3 46
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#define T_DIRT4 47
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#define T_DIRT5 48
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#define T_DIRT6 49
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#define T_STAINEDGLASS1 54
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#define T_STAINEDGLASS2 55
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#define T_STAINEDGLASS3 56
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#define T_STAINEDGLASS4 57
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#define T_STAINEDGLASS5 58
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#define T_STAINEDGLASS6 59
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#define T_STAINEDGLASS7 60
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#define T_STAINEDGLASS8 61
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#define T_STAINEDGLASS9 62
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#define T_STAINEDGLASS0 63
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// Doom Spawnable things (used for thingcount() and thing spawners) ---------
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#define T_NONE 0
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#define T_SHOTGUY 1
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#define T_CHAINGUY 2
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#define T_BARON 3
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#define T_ZOMBIE 4
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#define T_IMP 5
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#define T_ARACHNOTRON 6
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#define T_SPIDERMASTERMIND 7
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#define T_DEMON 8
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#define T_SPECTRE 9
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#define T_IMPFIREBALL 10
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#define T_CLIP 11
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#define T_SHELLS 12
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#define T_CACODEMON 19
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#define T_REVENANT 20
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#define T_BRIDGE 21
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#define T_ARMORBONUS 22
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#define T_STIMPACK 23
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#define T_MEDKIT 24
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#define T_SOULSPHERE 25
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#define T_SHOTGUN 27
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#define T_CHAINGUN 28
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#define T_ROCKETLAUNCHER 29
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#define T_PLASMAGUN 30
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#define T_BFG 31
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#define T_CHAINSAW 32
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#define T_SUPERSHOTGUN 33
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#define T_PLASMABOLT 51
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#define T_TRACER 53
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#define T_GREENARMOR 68
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#define T_BLUEARMOR 69
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#define T_CELL 75
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#define T_BLUEKEYCARD 85
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#define T_REDKEYCARD 86
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#define T_YELLOWKEYCARD 87
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#define T_YELLOWSKULLKEY 88
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#define T_REDSKULLKEY 89
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#define T_BLUESKULLKEY 90
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#define T_TEMPLARGEFLAME 98
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#define T_STEALTHBARON 100
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#define T_STEALTHKNIGHT 101
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#define T_STEALTHZOMBIE 102
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#define T_STEALTHSHOTGUY 103
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#define T_LOSTSOUL 110
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#define T_VILE 111
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#define T_MANCUBUS 112
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#define T_HELLKNIGHT 113
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#define T_CYBERDEMON 114
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#define T_PAINELEMENTAL 115
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#define T_WOLFSS 116
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#define T_STEALTHARACHNOTRON 117
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#define T_STEALTHVILE 118
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#define T_STEALTHCACODEMON 119
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#define T_STEALTHCHAINGUY 120
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#define T_STEALTHSERGEANT 121
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#define T_STEALTHIMP 122
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#define T_STEALTHMANCUBUS 123
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#define T_STEALTHREVENANT 124
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#define T_BARREL 125
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#define T_CACODEMONSHOT 126
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#define T_ROCKET 127
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#define T_BFGSHOT 128
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#define T_ARACHNOTRONPLASMA 129
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#define T_BLOOD 130
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#define T_PUFF 131
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#define T_MEGASPHERE 132
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#define T_INVULNERABILITY 133
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#define T_BERSERK 134
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#define T_INVISIBILITY 135
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#define T_IRONFEET 136
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#define T_COMPUTERMAP 137
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#define T_LIGHTAMP 138
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#define T_AMMOBOX 139
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#define T_ROCKETAMMO 140
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#define T_ROCKETBOX 141
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#define T_BATTERY 142
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#define T_SHELLBOX 143
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#define T_BACKPACK 144
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#define T_GUTS 145
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#define T_BLOODPOOL 146
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#define T_BLOODPOOL1 147
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#define T_BLOODPOOL2 148
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#define T_FLAMINGBARREL 149
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#define T_BRAINS 150
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#define T_SCRIPTEDMARINE 151
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#define T_HEALTHBONUS 152
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#define T_MANCUBUSSHOT 153
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#define T_BARONBALL 154
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// Heretic Spawnable things (used for thingcount() and thing spawners) ------
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#define T_CLINK 1
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#define T_MUMMYLEADER 2
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#define T_BEAST 3
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#define T_MUMMY 4
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//#define T_IMP 5 // Defined above
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#define T_KNIGHT 6
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#define T_IMPLEADER 7
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#define T_MUMMYGHOST 8
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#define T_MUMMYLEADERGHOST 9
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//#define T_IMPFIREBALL 10
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#define T_WIMPYWANDAMMO 11
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#define T_HEFTYWANDAMMO 12
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#define T_ITEMEGG 14
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#define T_ITEMFLIGHT 15
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#define T_ITEMTELEPORT 18
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#define T_WIZARD 19
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#define T_IRONLICH 20
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#define T_ITEMHEALTHPOTION 23
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#define T_ITEMHEALTHFLASH 24 // incorrect name but keep it for compatibility
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#define T_ITEMHEALTHFLASK 24
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#define T_ITEMHEALTHFULL 25
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#define T_CROSSBOW 27
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#define T_BLASTER 28
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#define T_PHOENIXROD 29
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#define T_SKULLROD 30
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#define T_MACE 31
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#define T_GAUNTLETS 32
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#define T_WIMPYCROSSBOWAMMO 33
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#define T_HEFTYCROSSBOWAMMO 34
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#define T_WIMPYMACEAMMO 35
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#define T_HEFTYMACEAMMO 36
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#define T_WIMPYBLASTERAMMO 37
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#define T_HEFTYBLASTERAMMO 38
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#define T_MORPHBLAST 40
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#define T_SHIELD1 68
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#define T_SHIELD2 69
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#define T_ITEMTIMEBOMB 72
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#define T_ITEMTORCH 73
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#define T_BLUEKEY 85
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#define T_GREENKEY 86
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#define T_YELLOWKEY 87
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#define T_SOUND_WIND 110
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#define T_SOUND_WATERFALL 111
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#define T_BEASTBALL 120
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#define T_FEATHER 121
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#define T_CHICKEN 122
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#define T_VOLCANOBALL 123
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#define T_TINYVOLCANOBALL 124
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#define T_POD 125
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#define T_PODGENERATOR 126
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#define T_KNIGHTAXE 127
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#define T_KNIGHTBLOODAXE 128
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#define T_KNIGHTGHOST 129
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#define T_MUMMYHEAD 131
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#define T_SNAKE 132
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#define T_ITEMINVULNERABILITY 133
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#define T_ITEMTOME 134
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#define T_ITEMINVISIBILITY 135
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#define T_ITEMBAGOFHOLDING 136
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#define T_ITEMALLMAP 137
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#define T_SNAKEPROJECTILE 138
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#define T_SNAKEPROJECTILEBIG 139
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#define T_WIZARDSHOT 140
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// All D'Sparil teleport destinations must be spawned before D'Sparil alone.
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// D'Sparil can be spawned alone manually, and he is also spawned automatically
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// when he "dies" on his serpent.
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#define T_DSPARILTELEPORTDEST 141
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#define T_DSPARILONSERPENT 142
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#define T_DSPARILALONE 143
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#define T_SERPENTFIREBALL 144
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#define T_DSPARILBLUESHOT 145
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#define T_DSPARILWIZARDSPAWNER 146
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#define T_CROSSBOWMAINBLAST 147
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#define T_CROSSBOWMINIBLAST 148
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#define T_CROSSBOWPOWERBLAST 149
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#define T_VOLCANO 150
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#define T_POWERWANDMINIBLAST 151
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#define T_POWERWANDBIGGERBLAST 152
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#define T_DEATHBALL 153
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#define T_NOGRAVITYMACEBALL 154
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#define T_BOUNCYMACEBALL 155
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#define T_HEAVYMACEBALL 156
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#define T_RIPPER 157
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#define T_WIMPYSKULLRODAMMO 158
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#define T_HEFTYSKULLRODAMMO 159
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#define T_SKULLRODBLAST 160
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#define T_WIMPYPHOENIXRODAMMO 161
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#define T_HEFTYPHOENIXRODAMMO 162
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#define T_PHOENIXSHOT 163
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#define T_IRONLICHBLUESHOT 164
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#define T_WHIRLWIND 165
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#define T_REDTELEGLITTER 166
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#define T_BLUETELEGLITTER 167
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// Hexen Spawnable things (used for thingcount() and thing spawners) ------
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#define T_CENTAUR 1
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#define T_CENTAURLEADER 2
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#define T_DEMON1 3
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#define T_ETTIN 4
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#define T_FIREGARGOYLE 5
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#define T_WATERLURKER 6
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#define T_WATERLURKERLEADER 7
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#define T_WRAITH 8
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#define T_WRAITHBURIED 9
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#define T_FIREBALL1 10
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#define T_MANA1 11
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#define T_MANA2 12
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#define T_ITEMBOOTS 13
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#define T_ITEMPORK 14
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#define T_ITEMSUMMON 16
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#define T_ITEMTPORTOTHER 17
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#define T_BISHOP 19
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#define T_ICEGOLEM 20
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#define T_DRAGONSKINBRACERS 22
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#define T_ITEMBOOSTMANA 26
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#define T_FIGHTERAXE 27
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#define T_FIGHTERHAMMER 28
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#define T_FIGHTERSWORD1 29
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#define T_FIGHTERSWORD2 30
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#define T_FIGHTERSWORD3 31
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#define T_CLERICSTAFF 32
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#define T_CLERICHOLY1 33
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#define T_CLERICHOLY2 34
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#define T_CLERICHOLY3 35
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#define T_MAGESHARDS 36
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#define T_MAGESTAFF1 37
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#define T_MAGESTAFF2 38
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#define T_MAGESTAFF3 39
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#define T_ARROW 50
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#define T_DART 51
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#define T_POISONDART 52
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#define T_RIPPERBALL 53
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#define T_BLADE 64
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#define T_ICESHARD 65
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#define T_FLAME_SMALL 66
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#define T_FLAME_LARGE 67
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#define T_MESHARMOR 68
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#define T_FALCONSHIELD 69
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#define T_PLATINUMHELM 70
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#define T_AMULETOFWARDING 71
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#define T_ITEMFLECHETTE 72
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#define T_ITEMREPULSION 74
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#define T_MANA3 75
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#define T_PUZZSKULL 76
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#define T_PUZZGEMBIG 77
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#define T_PUZZGEMRED 78
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#define T_PUZZGEMGREEN1 79
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#define T_PUZZGEMGREEN2 80
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#define T_PUZZGEMBLUE1 81
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#define T_PUZZGEMBLUE2 82
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#define T_PUZZBOOK1 83
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#define T_PUZZBOOK2 84
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#define T_METALKEY 85
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#define T_SMALLMETALKEY 86
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#define T_AXEKEY 87
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#define T_FIREKEY 88
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#define T_EMERALDKEY 89
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#define T_MACEKEY 90
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#define T_SILVERKEY 91
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#define T_RUSTYKEY 92
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#define T_HORNKEY 93
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#define T_SERPENTKEY 94
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#define T_WATERDRIP 95
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#define T_TEMPSMALLFLAME 96
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#define T_PERMSMALLFLAME 97
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#define T_PERMLARGEFLAME 99
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#define T_DEMON_MASH 100
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#define T_DEMON2_MASH 101
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#define T_ETTIN_MASH 102
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#define T_CENTAUR_MASH 103
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#define T_THRUSTSPIKEUP 104
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#define T_THRUSTSPIKEDOWN 105
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#define T_FLESH_DRIP1 106
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#define T_FLESH_DRIP2 107
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#define T_SPARK_DRIP 108
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// Flags returned by ClassifyActor
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#define ACTOR_NONE 0
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#define ACTOR_WORLD 1
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#define ACTOR_PLAYER 2
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#define ACTOR_BOT 4
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#define ACTOR_VOODOODOLL 8
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#define ACTOR_MONSTER 16
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#define ACTOR_ALIVE 32
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#define ACTOR_DEAD 64
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#define ACTOR_MISSILE 128
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#define ACTOR_GENERIC 256
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// Events when you have input grabbed
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#define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII
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#define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII
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#define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII
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#define EV_Char 4 // data1: translated character for text input
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#define EV_MouseMove 5 // data1: x, data2: y
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#define EV_LButtonDown 6
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#define EV_LButtonUp 7
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#define EV_LButtonDblClick 8
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#define EV_MButtonDown 9
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#define EV_MButtonUp 10
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#define EV_MButtonDblClick 11
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#define EV_RButtonDown 12
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#define EV_RButtonUp 13
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#define EV_RButtonDblClick 14
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#define EV_WheelDown 15
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#define EV_WheelUp 16
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// Key modifiers (or'd with event type)
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#define GKM_SHIFT 256
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#define GKM_CTRL 512
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#define GKM_ALT 1024
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// Button modifiers are only valid for EV_MouseMove events
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#define GKM_LBUTTON 2048
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#define GKM_MBUTTON 4096
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#define GKM_RBUTTON 8192
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// Special codes for some GUI keys, including a few real ASCII codes.
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#define GK_PGDN 1
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#define GK_PGUP 2
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#define GK_HOME 3
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#define GK_END 4
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#define GK_LEFT 5
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#define GK_RIGHT 6
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#define GK_ALERT 7 // ASCII bell
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#define GK_BACKSPACE 8 // ASCII
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#define GK_TAB 9 // ASCII
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#define GK_LINEFEED 10 // ASCII
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#define GK_DOWN 10
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#define GK_VTAB 11 // ASCII
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#define GK_UP 11
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#define GK_FORMFEED 12 // ASCII
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#define GK_RETURN 13 // ASCII
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#define GK_F1 14
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#define GK_F2 15
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#define GK_F3 16
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#define GK_F4 17
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#define GK_F5 18
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#define GK_F6 19
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#define GK_F7 20
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#define GK_F8 21
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#define GK_F9 22
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#define GK_F10 23
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#define GK_F11 24
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#define GK_F12 25
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#define GK_DEL 26
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#define GK_ESCAPE 27 // ASCII
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#define GK_FREE1 28
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#define GK_FREE2 29
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#define GK_FREE3 30
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#define GK_CESCAPE 31 // color escape
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#define CHANGELEVEL_KEEPFACING 1
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#define CHANGELEVEL_RESETINVENTORY 2
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#define CHANGELEVEL_NOMONSTERS 4
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#define CHANGELEVEL_CHANGESKILL 8
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#define CHANGELEVEL_NOINTERMISSION 16
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#define NO_CHANGE -32767.0
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#define SECF_SILENT 1
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#define SECF_NOFALLINGDAMAGE 2
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