#ifndef DEFINE_EXTRA_H #define DEFINE_EXTRA_H #define OBJ_TYPE_ITEM (0) #define OBJ_TYPE_CRITTER (1) #define OBJ_TYPE_SCENERY (2) #define OBJ_TYPE_WALL (3) #define OBJ_TYPE_TILE (4) #define OBJ_TYPE_MISC (5) #define OBJ_TYPE_SPATIAL (6) #define WEAPON_TYPE_NONE (0) #define WEAPON_TYPE_UNARMED (1) #define WEAPON_TYPE_MELEE (2) #define WEAPON_TYPE_THROWN (3) #define WEAPON_TYPE_GUNS (4) /* Item Common Flags */ #define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item #define ITEM_ACTION_USE 2048 // 0x00000800 - Use (can be used) #define ITEM_ACTION_USEON 4096 // 0x00001000 - Use On Smth (can be used on anything) #define ITEM_ACTION_PICKUP 32768 // 0x00008000 - PickUp #define WEAPON_BIGGUN 256 // 0x00000100 - Big Gun #define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed) #define ATKMODE_PRI_NONE 0 #define ATKMODE_PRI_PUNCH 1 // 0001 #define ATKMODE_PRI_KICK 2 // 0010 #define ATKMODE_PRI_SWING 3 // 0011 #define ATKMODE_PRI_THRUST 4 // 0100 #define ATKMODE_PRI_THROW 5 // 0101 #define ATKMODE_PRI_SINGLE 6 // 0110 #define ATKMODE_PRI_BURST 7 // 0111 #define ATKMODE_PRI_FLAME 8 // 1000 #define ATKMODE_SEC_NONE 0 #define ATKMODE_SEC_PUNCH 16 // 0x00000010 #define ATKMODE_SEC_KICK 32 // 0x00000020 #define ATKMODE_SEC_SWING 48 // 0x00000030 #define ATKMODE_SEC_THRUST 64 // 0x00000040 #define ATKMODE_SEC_THROW 80 // 0x00000050 #define ATKMODE_SEC_SINGLE 96 // 0x00000060 #define ATKMODE_SEC_BURST 112 // 0x00000070 #define ATKMODE_SEC_FLAME 128 // 0x00000080 /* Object flags for get/set_flags */ #define FLAG_MOUSE_3D (0x1) #define FLAG_WALKTHRU (0x4) #define FLAG_FLAT (0x8) #define FLAG_NOBLOCK (0x10) #define FLAG_LIGHTING (0x20) #define FLAG_TEMP (0x400) #define FLAG_MULTIHEX (0x800) #define FLAG_NOHIGHLIGHT (0x1000) #define FLAG_USED (0x2000) #define FLAG_TRANSRED (0x4000) #define FLAG_TRANSNONE (0x8000) #define FLAG_TRANSWALL (0x10000) #define FLAG_TRANSGLASS (0x20000) #define FLAG_TRANSSTEAM (0x40000) #define FLAG_TRANSENERGY (0x80000) #define FLAG_LEFT_HAND (0x1000000) #define FLAG_RIGHT_HAND (0x2000000) #define FLAG_WORN (0x4000000) #define FLAG_HIDDENITEM (0x8000000) #define FLAG_WALLTRANSEND (0x10000000) #define FLAG_LIGHTTHRU (0x20000000) #define FLAG_SEEN (0x40000000) #define FLAG_SHOOTTHRU (0x80000000) /* Critter Flags */ #define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with) #define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from) #define CFLG_NODROP 64 // 0x00000040 - Drop (doesn't drop items) #define CFLG_NOLIMBS 128 // 0x00000080 - Limbs (cannot lose limbs) #define CFLG_NOAGES 256 // 0x00000100 - Ages (dead body does not disappear) #define CFLG_NOHEAL 512 // 0x00000200 - Heal (damage is not cured with time) #define CFLG_INVULN 1024 // 0x00000400 - Invulnerable (cannot be hurt) #define CFLG_FLATTN 2048 // 0x00000800 - Flatten (leaves no dead body) #define CFLG_SPECIAL 4096 // 0x00001000 - Special (there is a special type of death) #define CFLG_RANGED 8192 // 0x00002000 - Range (melee attack is possible at a distance) #define CFLG_NOKNOCKDOWN 16384 // 0x00004000 - Knock (cannot be knocked down) //remove inven obj defines #define RMOBJ_CONSUME_DRUG 4666772 #define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE #define RMOBJ_USE_OBJ 4666865 #define RMOBJ_EQUIP_ARMOR 4658121 #define RMOBJ_EQUIP_WEAPON 4658675 #define RMOBJ_UNLOAD_WEAPON 4667030 //#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP #define RMOBJ_USE_DRUG_ON 4834866 #define RMOBJ_STEAL_VIEW 4668206 //#define RMOBJ_DROP_DYNAMITE 4666865 // same as USE_OBJ #define RMOBJ_ITEM_DESTROYED 4543215 #define RMOBJ_ITEM_REMOVED 4548572 #define RMOBJ_ARMOR_EQUIPED 4651961 #define RMOBJ_LEFT_HAND_EQUIPED 4651899 #define RMOBJ_RIGHT_HAND_EQUIPED 4651934 #define RMOBJ_RM_MULT_OBJS 4563866 #define RMOBJ_REPLACE_WEAPON 4658526 #define RMOBJ_THROW 4266040 // offsets for get_proto_data #define PROTO_PID (1) #define PROTO_TEXTID (4) #define PROTO_FID (8) // items #define PROTO_IT_LDIST (12) #define PROTO_IT_LINT (16) #define PROTO_IT_FLAG (20) #define PROTO_IT_FLAGS (24) #define PROTO_IT_SCRIPTID (28) #define PROTO_IT_TYPE (32) #define PROTO_IT_MATERIAL (108) #define PROTO_IT_SIZE (112) #define PROTO_IT_WEIGHT (116) #define PROTO_IT_COST (120) #define PROTO_IT_INV_FID (124) #define PROTO_IT_SOUND (128) // byte // weapons #define PROTO_WP_ANIM (36) #define PROTO_WP_DMG_MIN (40) #define PROTO_WP_DMG_MAX (44) #define PROTO_WP_DMG_TYPE (48) #define PROTO_WP_RANGE_1 (52) #define PROTO_WP_RANGE_2 (56) #define PROTO_WP_PROJ_PID (60) #define PROTO_WP_MIN_ST (64) #define PROTO_WP_APCOST_1 (68) #define PROTO_WP_APCOST_2 (72) #define PROTO_WP_CRIT_FAIL (76) #define PROTO_WP_PERK (80) #define PROTO_WP_BURST (84) #define PROTO_WP_CALIBER (88) #define PROTO_WP_AMMO_PID (92) #define PROTO_WP_MAG_SIZE (96) #define PROTO_WP_SOUND (100) // armor #define PROTO_AR_AC (36) #define PROTO_AR_DR_NORMAL (40) #define PROTO_AR_DR_LASER (44) #define PROTO_AR_DR_FIRE (48) #define PROTO_AR_DR_PLASMA (52) #define PROTO_AR_DR_ELECTRICAL (56) #define PROTO_AR_DR_EMP (60) #define PROTO_AR_DR_EXPLOSION (64) #define PROTO_AR_DT_NORMAL (68) #define PROTO_AR_DT_LASER (72) #define PROTO_AR_DT_FIRE (76) #define PROTO_AR_DT_PLASMA (80) #define PROTO_AR_DT_ELECTRICAL (84) #define PROTO_AR_DT_EMP (88) #define PROTO_AR_DT_EXPLOSION (92) #define PROTO_AR_PERK (96) #define PROTO_AR_FID_MALE (100) #define PROTO_AR_FID_FEMALE (104) // containers #define PROTO_CN_MAX_SIZE (36) #define PROTO_CN_FLAGS (40) // ammo #define PROTO_AM_CALIBER (36) #define PROTO_AM_PACK_SIZE (40) #define PROTO_AM_AC_MOD (44) #define PROTO_AM_DR_MOD (48) #define PROTO_AM_DMG_MULT (52) #define PROTO_AM_DMG_DIV (56) // misc items #define PROTO_MI_POWER_PID (36) #define PROTO_MI_CALIBER (40) #define PROTO_MI_CHARGES (44) // drugs #define PROTO_DR_STAT_A (36) #define PROTO_DR_STAT_B (40) #define PROTO_DR_STAT_C (44) #define PROTO_DR_AMOUNT_1_A (48) #define PROTO_DR_AMOUNT_1_B (52) #define PROTO_DR_AMOUNT_1_C (56) #define PROTO_DR_DURATION_1 (60) #define PROTO_DR_AMOUNT_2_A (64) #define PROTO_DR_AMOUNT_2_B (68) #define PROTO_DR_AMOUNT_2_C (72) #define PROTO_DR_DURATION_2 (76) #define PROTO_DR_AMOUNT_3_A (80) #define PROTO_DR_AMOUNT_3_B (84) #define PROTO_DR_AMOUNT_3_C (88) #define PROTO_DR_ADDICT_CHANCE (92) #define PROTO_DR_ADDICT_PERK (96) #define PROTO_DR_ADDICT_DELAY (100) // critters #define PROTO_CR_LDIST (20) #define PROTO_CR_LINT (24) #define PROTO_CR_FLAG (28) #define PROTO_CR_FLAGS (32) // Critter Flags #define PROTO_CR_SCRIPTID (36) #define PROTO_CR_HEAD_FID (40) #define PROTO_CR_AI_PACKET (44) #define PROTO_CR_TEAM_NUM (48) #define PROTO_CR_BODY_TYPE (388) #define PROTO_CR_KILL_EXP (392) #define PROTO_CR_KILL_TYPE (396) #define PROTO_CR_DMG_TYPE (400) // weapon calibers #define CALIBER_NONE (0) #define CALIBER_ROCKET (1) #define CALIBER_FLAMER_FUEL (2) #define CALIBER_SMALL_ENERGY_CELL (3) #define CALIBER_MICRO_FUSION_CELL (4) #define CALIBER_223 (5) #define CALIBER_5MM (6) #define CALIBER_40 (7) #define CALIBER_10MM (8) #define CALIBER_44 (9) #define CALIBER_14MM (10) #define CALIBER_12_GAUGE (11) #define CALIBER_9MM (12) #define CALIBER_BB (13) #define CALIBER_45 (14) #define CALIBER_2MM (15) #define CALIBER_4_7MM_CASELESS (16) #define CALIBER_HN_NEEDLER (17) #define CALIBER_7_62MM (18) // hidden perks #define PERK_add_nuka (53) #define PERK_add_buffout (54) #define PERK_add_mentats (55) #define PERK_add_psycho (56) #define PERK_add_radaway (57) #define PERK_weapon_long_range (58) #define PERK_weapon_accurate (59) #define PERK_weapon_penetrate (60) #define PERK_weapon_knockback (61) #define PERK_armor_powered (62) #define PERK_armor_combat (63) #define PERK_weapon_scope_range (64) #define PERK_weapon_fast_reload (65) #define PERK_weapon_night_sight (66) #define PERK_weapon_flameboy (67) #define PERK_armor_advanced_1 (68) #define PERK_armor_advanced_2 (69) #define PERK_add_jet (70) #define PERK_add_tragic (71) #define PERK_armor_charisma (72) #define WPN_ANIM_NONE (0x00) // (A) #define WPN_ANIM_KNIFE (0x01) // (D) #define WPN_ANIM_CLUB (0x02) // (E) #define WPN_ANIM_SLEDGEHAMMER (0x03) // (F) #define WPN_ANIM_SPEAR (0x04) // (G) #define WPN_ANIM_PISTOL (0x05) // (H) #define WPN_ANIM_SMG (0x06) // (I) #define WPN_ANIM_RIFLE (0x07) // (J) #define WPN_ANIM_BIG_GUN (0x08) // (K) #define WPN_ANIM_MINIGUN (0x09) // (L) #define WPN_ANIM_ROCKET_LAUNCHER (0x0A) // (M) #endif // DEFINE_EXTRA_H