#ifndef DEFINE_EXTRA_H #define DEFINE_EXTRA_H #define PID_PLAYER (16777216) /* Combat Flags */ #define DAM_PRESERVE_FLAGS (0x80000000) // keep the existing result flags when setting new flags in attack_complex (for sfall) #define BODY_HIT_HEAD (0) #define BODY_HIT_LEFT_ARM (1) #define BODY_HIT_RIGHT_ARM (2) #define BODY_HIT_TORSO (3) #define BODY_HIT_RIGHT_LEG (4) #define BODY_HIT_LEFT_LEG (5) #define BODY_HIT_EYES (6) #define BODY_HIT_GROIN (7) #define BODY_UNCALLED (8) #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 ART_TYPE_INTERFACE (6) #define ART_TYPE_INVENT (7) #define ART_TYPE_HEADS (8) #define ART_TYPE_BACKGRND (9) #define ART_TYPE_SKILLDEX (10) #define WEAPON_TYPE_NONE (0) #define WEAPON_TYPE_UNARMED (1) #define WEAPON_TYPE_MELEE (2) #define WEAPON_TYPE_THROWN (3) #define WEAPON_TYPE_RANGED (4) /* Item Flags (FlagsExt in proto) */ #define HEALING_ITEM 0x04000000 // Healing Item (item will be used by NPCs for healing in combat) [sfall 4.3.1/3.8.31] #define HIDDEN_ITEM 0x08000000 // Hidden Item #define ITEM_ACTION_USE 0x00000800 // Use (can be used) #define ITEM_ACTION_USEON 0x00001000 // Use On Smth (can be used on anything) #define ITEM_ACTION_PICKUP 0x00008000 // PickUp #define WEAPON_BIGGUN 0x00000100 // Big Gun #define WEAPON_2HAND 0x00000200 // 2Hnd (weapon is two-handed) #define WEAPON_ENERGY 0x00000400 // Energy Weapon (forces weapon to use Energy Weapons skill) [sfall 4.2/3.8.20] // The attack types returned by get_attack_type or as the fifth argument of HOOK_ITEMDAMAGE #define ATKTYPE_LWEP1 (0) #define ATKTYPE_LWEP2 (1) #define ATKTYPE_RWEP1 (2) #define ATKTYPE_RWEP2 (3) #define ATKTYPE_PUNCH (4) #define ATKTYPE_KICK (5) #define ATKTYPE_LWEP_RELOAD (6) #define ATKTYPE_RWEP_RELOAD (7) #define ATKTYPE_STRONGPUNCH (8) #define ATKTYPE_HAMMERPUNCH (9) #define ATKTYPE_HAYMAKER (10) #define ATKTYPE_JAB (11) #define ATKTYPE_PALMSTRIKE (12) #define ATKTYPE_PIERCINGSTRIKE (13) #define ATKTYPE_STRONGKICK (14) #define ATKTYPE_SNAPKICK (15) #define ATKTYPE_POWERKICK (16) #define ATKTYPE_HIPKICK (17) #define ATKTYPE_HOOKKICK (18) #define ATKTYPE_PIERCINGKICK (19) #define ATTACK_MODE_NONE (0) #define ATTACK_MODE_PUNCH (1) #define ATTACK_MODE_KICK (2) #define ATTACK_MODE_SWING (3) #define ATTACK_MODE_THRUST (4) #define ATTACK_MODE_THROW (5) #define ATTACK_MODE_SINGLE (6) #define ATTACK_MODE_BURST (7) #define ATTACK_MODE_FLAME (8) /* Object flags for get/set_flags */ #define FLAG_HIDDEN (0x1) #define FLAG_NOSAVE (0x4) #define FLAG_FLAT (0x8) #define FLAG_NOBLOCK (0x10) #define FLAG_LIGHTING (0x20) #define FLAG_NOREMOVE (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_RESERVED (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 be stolen 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 healed 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 (has a special type of death) #define CFLG_RANGED 8192 // 0x00002000 - Range (has extra hand-to-hand range) #define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back) #define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete /* Door flags */ #define FLAG_WALKTHRU (0x4) /* Window flags */ #define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window #define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows #define WIN_FLAG_HIDDEN (0x8) // hidden window #define WIN_FLAG_EXCLUSIVE (0x10) #define WIN_FLAG_TRANSPARENT (0x20) // transparent window flag, the window color with index 0 will be transparent /* Message window flags */ #define MSGBOX_AUTOSIZE (0x0) #define MSGBOX_NORMAL (0x1) #define MSGBOX_SMALL (0x2) #define MSGBOX_ALIGN_LEFT (0x4) // text aligned to left #define MSGBOX_ALIGN_TOP (0x8) // text aligned to top #define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE #define MSGBOX_CLEAN (0x20) // no buttons // Some possible defines for the fourth argument of HOOK_REMOVEINVENOBJ #define RMOBJ_ITEM_REMOVED_INVEN 4831349 // removing or destroying an item (obj_remove_from_inven_) #define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_) #define RMOBJ_ITEM_REMOVED_MULTI 4563866 // (op_rm_mult_objs_from_inven_) #define RMOBJ_ITEM_DESTROYED 4543215 // (op_destroy_object_) #define RMOBJ_ITEM_DESTROY_MULTI 4571599 // (op_destroy_mult_objs_) #define RMOBJ_ITEM_MOVE 4683293 // (item_move_func_) #define RMOBJ_CONSUME_DRUG 4666772 // (inven_action_cursor_) #define RMOBJ_USE_OBJ 4666865 // (inven_action_cursor_) #define RMOBJ_EQUIP_ARMOR 4658121 // (inven_pickup_) #define RMOBJ_EQUIP_WEAPON 4658675 // (switch_hand_) #define RMOBJ_UNLOAD_WEAPON 4667030 // (inven_action_cursor_) #define RMOBJ_USE_DRUG_ON 4834866 // (obj_use_item_on_) #define RMOBJ_STEAL_VIEW 4668206 // (loot_container_) #define RMOBJ_ARMOR_EQUIPED 4651961 // removing armor from the player's slot when entering INVENTORY/LOOT/BARTER/USE inventory #define RMOBJ_LEFT_HAND_EQUIPED 4651899 // removing item from the player's left slot when entering INVENTORY/LOOT/BARTER/USE inventory #define RMOBJ_RIGHT_HAND_EQUIPED 4651934 // removing item from the player's right slot when entering INVENTORY/LOOT/BARTER/USE inventory #define RMOBJ_REPLACE_WEAPON 4658526 // (switch_hand_) #define RMOBJ_THROW 4266040 // (action_ranged_) #define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory #define RMOBJ_AI_USE_DRUG_ON 4359920 // removing before AI uses the drug in combat //#define RMOBJ_AI_USE_DRUG_ON_1 4359639 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31) //#define RMOBJ_AI_USE_DRUG_ON_2 4360176 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31) #define RMOBJ_BARTER_ARMOR 4675656 // removing armor from NPC's slot before entering the barter screen #define RMOBJ_BARTER_WEAPON 4675722 // removing weapon from NPC's slot before entering the barter screen #define RMOBJ_INVEN_DROP_CAPS 4667295 // if multiple money/caps are dropped manually by the player from the inventory screen #define RMOBJ_DROP_INTO_CONTAINER 4678833 // when dropping items into a container item (bag/backpack) // old defines #define RMOBJ_RM_MULT_OBJS RMOBJ_ITEM_REMOVED_MULTI #define RMOBJ_TRADE RMOBJ_ITEM_MOVE // If the object is offered up as a trade #define RMOBJ_DROP RMOBJ_ITEM_REMOVED_INVEN // If the object is dropped manually by the player from the inventory screen #define RMOBJ_DROPMULTI RMOBJ_ITEM_DESTROY_MULTI // When dropping a part of a stack (RMOBJ_ITEM_MOVE occurs first) //#define RMOBJ_DROP_DYNAMITE RMOBJ_USE_OBJ //#define RMOBJ_CONTAINER RMOBJ_ITEM_MOVE //#define RMOBJ_LOAD_WEAPON RMOBJ_ITEM_REMOVED_INVEN // common prototype offsets for get/set_proto_data #define PROTO_PID (1) #define PROTO_TEXTID (4) #define PROTO_FID (8) #define PROTO_LDIST (12) #define PROTO_LINT (16) #define PROTO_FLAG (20) #define PROTO_FLAG_EXT (24) #define PROTO_SCRIPTID (28) // items #define PROTO_IT_LDIST PROTO_LDIST #define PROTO_IT_LINT PROTO_LINT #define PROTO_IT_FLAG PROTO_FLAG #define PROTO_IT_FLAGS PROTO_FLAG_EXT #define PROTO_IT_SCRIPTID PROTO_SCRIPTID #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_FLAGS (32) // Critter Flags #define PROTO_CR_BONUS_SRENGTH (176) #define PROTO_CR_BONUS_PRCEPTION (180) #define PROTO_CR_BONUS_ENDURANCE (184) #define PROTO_CR_BONUS_CHARISMA (188) #define PROTO_CR_BONUS_INTELLIGENCE (192) #define PROTO_CR_BONUS_AGILITY (196) #define PROTO_CR_BONUS_LUCK (200) #define PROTO_CR_BONUS_HP (204) #define PROTO_CR_BONUS_AP (208) #define PROTO_CR_BONUS_AC (212) #define PROTO_CR_BONUS_UNARMED_DAMAGE (216) #define PROTO_CR_BONUS_MELEE_DAMAGE (220) #define PROTO_CR_BONUS_CARRY_WEIGHT (224) #define PROTO_CR_BONUS_SEQUENCE (228) #define PROTO_CR_BONUS_HEALING_RATE (232) #define PROTO_CR_BONUS_CRITICAL_CHANCE (236) #define PROTO_CR_BONUS_BETTER_CRITICALS (240) #define PROTO_CR_BODY_TYPE (388) #define PROTO_CR_KILL_EXP (392) #define PROTO_CR_KILL_TYPE (396) #define PROTO_CR_DMG_TYPE (400) #define PROTO_CR_HEAD_FID (404) #define PROTO_CR_AI_PACKET (408) #define PROTO_CR_TEAM_NUM (412) // 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 #ifndef DEFINE_LITE_H #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) #endif #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) // common object data offsets #define OBJ_DATA_ID (0x00) #define OBJ_DATA_TILENUM (0x04) #define OBJ_DATA_CUR_FRM (0x18) // current frame number #define OBJ_DATA_ROTATION (0x1C) #define OBJ_DATA_FID (0x20) #define OBJ_DATA_FLAGS (0x24) // the same flags set in prototypes (PROTO_FLAG) #define OBJ_DATA_ELEVATION (0x28) #define OBJ_DATA_MISC_FLAGS (0x38) #define OBJ_DATA_PID (0x64) #define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat) #define OBJ_DATA_LIGHT_DISTANCE (0x6C) #define OBJ_DATA_LIGHT_INTENSITY (0x70) #define OBJ_DATA_SID (0x78) // script ID #define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst // items #define OBJ_DATA_CUR_CHARGES (0x3C) // for key items it's the key code // critters #define OBJ_DATA_COMBAT_STATE (0x3C) // flags: 1 - combat, 2 - target is out of range, 4 - flee #define OBJ_DATA_CUR_ACTION_POINT (0x40) #define OBJ_DATA_DAMAGE_LAST_TURN (0x48) #define OBJ_DATA_WHO_HIT_ME (0x54) // current target of the critter // compute attack result data offsets #define C_ATTACK_SOURCE (0x00) #define C_ATTACK_HIT_MODE (0x04) #define C_ATTACK_WEAPON (0x08) #define C_ATTACK_UNUSED (0x0C) #define C_ATTACK_DAMAGE_SOURCE (0x10) // Amount #define C_ATTACK_FLAGS_SOURCE (0x14) // see DAM_* values in define.h #define C_ATTACK_ROUNDS (0x18) #define C_ATTACK_MESSAGE (0x1C) // message number set from the critical table #define C_ATTACK_TARGET (0x20) #define C_ATTACK_BODY_PART (0x28) #define C_ATTACK_DAMAGE_TARGET (0x2C) // Amount #define C_ATTACK_FLAGS_TARGET (0x30) // see DAM_* #define C_ATTACK_KNOCKBACK_VALUE (0x34) #define C_ATTACK_MAIN_TARGET (0x38) #define C_ATTACK_AROUND_NUMBER (0x3C) // The number of critters around the target #define C_ATTACK_TARGET1 (0x40) #define C_ATTACK_TARGET2 (0x44) #define C_ATTACK_TARGET3 (0x48) #define C_ATTACK_TARGET4 (0x4C) #define C_ATTACK_TARGET5 (0x50) #define C_ATTACK_TARGET6 (0x54) #define C_ATTACK_BODY_PART1 (0x58) #define C_ATTACK_BODY_PART2 (0x5C) #define C_ATTACK_BODY_PART3 (0x60) #define C_ATTACK_BODY_PART4 (0x64) #define C_ATTACK_BODY_PART5 (0x68) #define C_ATTACK_BODY_PART6 (0x6C) #define C_ATTACK_DAMAGE_TARGET1 (0x70) // Amount #define C_ATTACK_DAMAGE_TARGET2 (0x74) #define C_ATTACK_DAMAGE_TARGET3 (0x78) #define C_ATTACK_DAMAGE_TARGET4 (0x7C) #define C_ATTACK_DAMAGE_TARGET5 (0x80) #define C_ATTACK_DAMAGE_TARGET6 (0x84) #define C_ATTACK_FLAGS_TARGET1 (0x88) // see DAM_* #define C_ATTACK_FLAGS_TARGET2 (0x8C) #define C_ATTACK_FLAGS_TARGET3 (0x90) #define C_ATTACK_FLAGS_TARGET4 (0x94) #define C_ATTACK_FLAGS_TARGET5 (0x98) #define C_ATTACK_FLAGS_TARGET6 (0x9C) #define C_ATTACK_KNOCKBACK_VALUE1 (0xA0) #define C_ATTACK_KNOCKBACK_VALUE2 (0xA4) #define C_ATTACK_KNOCKBACK_VALUE3 (0xA8) #define C_ATTACK_KNOCKBACK_VALUE4 (0xAC) #define C_ATTACK_KNOCKBACK_VALUE5 (0xB0) #define C_ATTACK_KNOCKBACK_VALUE6 (0xB4) #define CRITICAL_VALUE_MULT (0) // This is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. #define CRITICAL_VALUE_EFFECTS (1) // This is a flag bit field (DAM_*) controlling what effects the critical causes. #define CRITICAL_VALUE_STAT_CHECK (2) // This makes a check against a (SPECIAL) stat. Values of 2 (endurance), 5 (agility), and 6 (luck) are used, but other stats will probably work as well. A value of -1 indicates that no check is to be made. #define CRITICAL_VALUE_STAT_MOD (3) // Affects the outcome of the stat check, if one is made. Positive values make it easier to pass the check, and negative ones make it harder. #define CRITICAL_VALUE_FAIL_EFFECT (4) // Another bit field, using the same values as EFFECTS. If the stat check is failed, these are applied in addition to the earlier ones. #define CRITICAL_VALUE_MSG (5) // The message to show when this critical occurs, taken from combat.msg. #define CRITICAL_VALUE_FAIL_MSG (6) // This is shown instead of Message if the stat check fails. /* Playback mode defines for the soundplay function */ #define soundraw (0x80000000) // sfall flag #define Stereo8bit (soundstereo) #define Stereo8bitLoop (soundstereo bwor soundloop) #define Mono16bit (sound16bit) #define Mono16bitLoop (sound16bit bwor soundloop) #define Stereo16bit (soundstereo bwor sound16bit) #define Stereo16bitLoop (soundstereo bwor sound16bit bwor soundloop) // Adjust (reduce) volume for soundplay and play_sfall_sound // range: 0x0000XXXX (max volume) - 0x7FFFXXXX (mute) #define SoundVolume25 (0x20000000) #define SoundVolumeHalf (0x40000000) #define SoundVolume75 (0x60000000) #endif // DEFINE_EXTRA_H