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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-09-15 23:33:50 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2007-09-15 23:33:50 +0000
commitfa763ba1bc7285247a5b1438d59633383a80cf6c (patch)
treef4b632fea66f43dc6c1415fdaa4feead0b6ff90d /crawl-ref/source/itemprop.h
parent4d88632cb99d368956dec86732f7d275ffb941e8 (diff)
downloadcrawl-ref-fa763ba1bc7285247a5b1438d59633383a80cf6c.tar.gz
crawl-ref-fa763ba1bc7285247a5b1438d59633383a80cf6c.zip
Split off portions of externs.h and enum.h into other files. The
crawl_environment, player and monsters classes have been left in externs.h, which necessitates that all of the enums references by those classes stay in enums.h, since you can't forward declare an enum. However, it's a start. Also, portions of misc.{cc,h} have been split off into traps.{cc,h}, place.{cc,h} and terrain.{cc,h} git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.h')
-rw-r--r--crawl-ref/source/itemprop.h550
1 files changed, 547 insertions, 3 deletions
diff --git a/crawl-ref/source/itemprop.h b/crawl-ref/source/itemprop.h
index 7c051d0b70..61c4cbe41d 100644
--- a/crawl-ref/source/itemprop.h
+++ b/crawl-ref/source/itemprop.h
@@ -14,6 +14,553 @@
#include "externs.h"
+enum armour_type
+{
+ ARM_ROBE, // 0
+ ARM_LEATHER_ARMOUR,
+ ARM_RING_MAIL,
+ ARM_SCALE_MAIL,
+ ARM_CHAIN_MAIL,
+ ARM_SPLINT_MAIL, // 5
+ ARM_BANDED_MAIL,
+ ARM_PLATE_MAIL,
+ ARM_SHIELD,
+ ARM_CLOAK,
+ ARM_HELMET, // 10
+ ARM_GLOVES,
+ ARM_BOOTS,
+ ARM_BUCKLER,
+ ARM_LARGE_SHIELD,
+ ARM_DRAGON_HIDE, // 15
+ ARM_TROLL_HIDE,
+ ARM_CRYSTAL_PLATE_MAIL,
+ ARM_DRAGON_ARMOUR,
+ ARM_TROLL_LEATHER_ARMOUR,
+ ARM_ICE_DRAGON_HIDE, // 20
+ ARM_ICE_DRAGON_ARMOUR,
+ ARM_STEAM_DRAGON_HIDE,
+ ARM_STEAM_DRAGON_ARMOUR,
+ ARM_MOTTLED_DRAGON_HIDE,
+ ARM_MOTTLED_DRAGON_ARMOUR, // 25
+ ARM_STORM_DRAGON_HIDE,
+ ARM_STORM_DRAGON_ARMOUR,
+ ARM_GOLD_DRAGON_HIDE,
+ ARM_GOLD_DRAGON_ARMOUR,
+ ARM_ANIMAL_SKIN, // 30
+ ARM_SWAMP_DRAGON_HIDE,
+ ARM_SWAMP_DRAGON_ARMOUR,
+ ARM_STUDDED_LEATHER_ARMOUR,
+ ARM_CAP,
+ ARM_CENTAUR_BARDING, // 35
+ ARM_NAGA_BARDING,
+
+ NUM_ARMOURS
+};
+
+enum armour_property_type
+{
+ PARM_AC, // 0
+ PARM_EVASION
+};
+
+enum boot_type // used in pluses2
+{
+ TBOOT_BOOTS = 0,
+ TBOOT_NAGA_BARDING,
+ TBOOT_CENTAUR_BARDING,
+ NUM_BOOT_TYPES
+};
+
+enum brand_type // equivalent to (you.inv[].special or mitm[].special) % 30
+{
+ SPWPN_NORMAL, // 0
+ SPWPN_FLAMING,
+ SPWPN_FREEZING,
+ SPWPN_HOLY_WRATH,
+ SPWPN_ELECTROCUTION,
+ SPWPN_ORC_SLAYING, // 5
+ SPWPN_VENOM,
+ SPWPN_PROTECTION,
+ SPWPN_DRAINING,
+ SPWPN_SPEED,
+ SPWPN_VORPAL, // 10
+ SPWPN_FLAME,
+ SPWPN_FROST,
+ SPWPN_VAMPIRICISM,
+ SPWPN_DISRUPTION,
+ SPWPN_PAIN, // 15
+ SPWPN_DISTORTION,
+ SPWPN_REACHING, // 17
+ SPWPN_RETURNING,
+ SPWPN_CONFUSE,
+ SPWPN_RANDART_I = 25, // 25
+ SPWPN_RANDART_II,
+ SPWPN_RANDART_III,
+ SPWPN_RANDART_IV,
+ SPWPN_RANDART_V,
+ NUM_SPECIAL_WEAPONS,
+ SPWPN_DUMMY_CRUSHING, // ONLY TEMPORARY USAGE -- converts to VORPAL
+
+ // everything above this point is a special artefact wield:
+ SPWPN_SINGING_SWORD = 181, // 181
+ SPWPN_WRATH_OF_TROG,
+ SPWPN_SCYTHE_OF_CURSES,
+ SPWPN_MACE_OF_VARIABILITY,
+ SPWPN_GLAIVE_OF_PRUNE, // 185
+ SPWPN_SCEPTRE_OF_TORMENT,
+ SPWPN_SWORD_OF_ZONGULDROK,
+
+ // these three are not generated randomly {dlb}
+ SPWPN_SWORD_OF_CEREBOV,
+ SPWPN_STAFF_OF_DISPATER,
+ SPWPN_SCEPTRE_OF_ASMODEUS, // 190
+
+ SPWPN_SWORD_OF_POWER,
+ SPWPN_KNIFE_OF_ACCURACY,
+ SPWPN_STAFF_OF_OLGREB,
+ SPWPN_VAMPIRES_TOOTH,
+ SPWPN_STAFF_OF_WUCAD_MU // 195
+};
+
+enum corpse_type
+{
+ CORPSE_BODY, // 0
+ CORPSE_SKELETON
+};
+
+enum hands_reqd_type
+{
+ HANDS_ONE,
+ HANDS_HALF,
+ HANDS_TWO,
+
+ HANDS_DOUBLE // not a level, marks double ended weapons (== half)
+};
+
+enum helmet_type
+{
+ THELM_HELMET = 0x0000,
+ THELM_HELM = 0x0001,
+ THELM_CAP = 0x0002,
+ THELM_WIZARD_HAT = 0x0003,
+ THELM_NUM_TYPES = 4,
+
+ THELM_SPECIAL = 0x0004, // type used only for artefacts (mask, hat)
+ THELM_TYPE_MASK = 0x00ff,
+
+ THELM_DESC_PLAIN = 0x0000,
+ THELM_DESC_WINGED = 0x0100,
+ THELM_DESC_HORNED = 0x0200,
+ THELM_DESC_CRESTED = 0x0300,
+ THELM_DESC_PLUMED = 0x0400,
+ THELM_DESC_SPIKED = 0x0500,
+ THELM_DESC_VISORED = 0x0600,
+ THELM_DESC_JEWELLED = 0x0700,
+
+ THELM_DESC_MASK = 0xff00
+};
+
+enum jewellery_type
+{
+ RING_FIRST_RING = 0,
+
+ RING_REGENERATION = RING_FIRST_RING, // 0
+ RING_PROTECTION,
+ RING_PROTECTION_FROM_FIRE,
+ RING_POISON_RESISTANCE,
+ RING_PROTECTION_FROM_COLD,
+ RING_STRENGTH, // 5
+ RING_SLAYING,
+ RING_SEE_INVISIBLE,
+ RING_INVISIBILITY,
+ RING_HUNGER,
+ RING_TELEPORTATION, // 10
+ RING_EVASION,
+ RING_SUSTAIN_ABILITIES,
+ RING_SUSTENANCE,
+ RING_DEXTERITY,
+ RING_INTELLIGENCE, // 15
+ RING_WIZARDRY,
+ RING_MAGICAL_POWER,
+ RING_LEVITATION,
+ RING_LIFE_PROTECTION,
+ RING_PROTECTION_FROM_MAGIC, // 20
+ RING_FIRE,
+ RING_ICE,
+ RING_TELEPORT_CONTROL, // 23
+
+ NUM_RINGS, // 24, keep as last ring; can overlap
+ // safely with first amulet.
+
+ AMU_FIRST_AMULET = 35,
+ AMU_RAGE = AMU_FIRST_AMULET, // 35
+ AMU_RESIST_SLOW,
+ AMU_CLARITY,
+ AMU_WARDING,
+ AMU_RESIST_CORROSION,
+ AMU_THE_GOURMAND, // 40
+ AMU_CONSERVATION,
+ AMU_CONTROLLED_FLIGHT,
+ AMU_INACCURACY,
+ AMU_RESIST_MUTATION,
+
+ NUM_JEWELLERY
+};
+
+enum launch_retval
+{
+ LRET_FUMBLED = 0, // must be left as 0
+ LRET_LAUNCHED,
+ LRET_THROWN
+};
+
+enum misc_item_type
+{
+ MISC_BOTTLED_EFREET, // 0
+ MISC_CRYSTAL_BALL_OF_SEEING,
+ MISC_AIR_ELEMENTAL_FAN,
+ MISC_LAMP_OF_FIRE,
+ MISC_STONE_OF_EARTH_ELEMENTALS,
+ MISC_LANTERN_OF_SHADOWS,
+ MISC_HORN_OF_GERYON,
+ MISC_BOX_OF_BEASTS,
+ MISC_CRYSTAL_BALL_OF_ENERGY,
+ MISC_EMPTY_EBONY_CASKET,
+ MISC_CRYSTAL_BALL_OF_FIXATION,
+ MISC_DISC_OF_STORMS,
+
+ // pure decks
+ MISC_DECK_OF_ESCAPE,
+ MISC_DECK_OF_DESTRUCTION,
+ MISC_DECK_OF_DUNGEONS,
+ MISC_DECK_OF_SUMMONING,
+ MISC_DECK_OF_WONDERS,
+ MISC_DECK_OF_PUNISHMENT,
+
+ // mixed decks
+ MISC_DECK_OF_WAR,
+ MISC_DECK_OF_CHANGES,
+ MISC_DECK_OF_DEFENSE,
+
+ MISC_RUNE_OF_ZOT,
+
+ NUM_MISCELLANY // mv: used for random generation
+};
+
+enum missile_type
+{
+ MI_STONE, // 0
+ MI_ARROW,
+ MI_BOLT,
+ MI_DART,
+ MI_NEEDLE,
+ MI_LARGE_ROCK,
+ MI_SLING_BULLET,
+ MI_JAVELIN,
+ MI_THROWING_NET,
+ NUM_MISSILES,
+ MI_NONE // was MI_EGGPLANT... used for launch type detection
+};
+
+enum rune_type
+{
+ // Note: that runes DIS-SWAMP have the same numeric value as the branch
+ RUNE_DIS = BRANCH_DIS,
+ RUNE_GEHENNA = BRANCH_GEHENNA,
+ RUNE_COCYTUS = BRANCH_COCYTUS,
+ RUNE_TARTARUS = BRANCH_TARTARUS,
+ RUNE_SLIME_PITS = BRANCH_SLIME_PITS,
+ RUNE_VAULTS = BRANCH_VAULTS,
+ RUNE_SNAKE_PIT = BRANCH_SNAKE_PIT,
+ RUNE_ELVEN_HALLS = BRANCH_ELVEN_HALLS, // unused
+ RUNE_TOMB = BRANCH_TOMB,
+ RUNE_SWAMP = BRANCH_SWAMP,
+ RUNE_SHOALS = BRANCH_SHOALS,
+
+ // Runes 50 and 51 are for Pandemonium (general demon) and the Abyss
+ RUNE_DEMONIC = 50,
+ RUNE_ABYSSAL,
+
+ // Runes 60-63 correspond to the Pandemonium demonlords,
+ // and are equal to the corresponding vault.
+ RUNE_MNOLEG = 60,
+ RUNE_LOM_LOBON,
+ RUNE_CEREBOV,
+ RUNE_GLOORX_VLOQ,
+ NUM_RUNE_TYPES, // should always be last
+ RUNE_NONE
+};
+
+enum scroll_type
+{
+ SCR_IDENTIFY, // 0
+ SCR_TELEPORTATION,
+ SCR_FEAR,
+ SCR_NOISE,
+ SCR_REMOVE_CURSE,
+ SCR_DETECT_CURSE, // 5
+ SCR_SUMMONING,
+ SCR_ENCHANT_WEAPON_I,
+ SCR_ENCHANT_ARMOUR,
+ SCR_TORMENT,
+ SCR_RANDOM_USELESSNESS, // 10
+ SCR_CURSE_WEAPON,
+ SCR_CURSE_ARMOUR,
+ SCR_IMMOLATION,
+ SCR_BLINKING,
+ SCR_PAPER, // 15
+ SCR_MAGIC_MAPPING,
+ SCR_FORGETFULNESS,
+ SCR_ACQUIREMENT,
+ SCR_ENCHANT_WEAPON_II,
+ SCR_VORPALISE_WEAPON, // 20
+ SCR_RECHARGING,
+ SCR_ENCHANT_WEAPON_III,
+ NUM_SCROLLS
+};
+
+enum special_armour_type
+{
+ SPARM_NORMAL, // 0
+ SPARM_RUNNING,
+ SPARM_FIRE_RESISTANCE,
+ SPARM_COLD_RESISTANCE,
+ SPARM_POISON_RESISTANCE,
+ SPARM_SEE_INVISIBLE, // 5
+ SPARM_DARKNESS,
+ SPARM_STRENGTH,
+ SPARM_DEXTERITY,
+ SPARM_INTELLIGENCE,
+ SPARM_PONDEROUSNESS, // 10
+ SPARM_LEVITATION,
+ SPARM_MAGIC_RESISTANCE,
+ SPARM_PROTECTION,
+ SPARM_STEALTH,
+ SPARM_RESISTANCE, // 15
+ SPARM_POSITIVE_ENERGY,
+ SPARM_ARCHMAGI,
+ SPARM_PRESERVATION, // 18
+ SPARM_RANDART_I = 25, // must remain at 25 for now - how high do they go? {dlb}
+ SPARM_RANDART_II = 26, // 26
+ SPARM_RANDART_III = 27, // 27
+ SPARM_RANDART_IV = 28, // 28
+ SPARM_RANDART_V = 29 // 29 - highest value found thus far {dlb}
+};
+
+enum special_missile_type // to separate from weapons in general {dlb}
+{
+ SPMSL_NORMAL, // 0
+ SPMSL_FLAME, // 1
+ SPMSL_ICE, // 2
+ SPMSL_POISONED, // 3
+ SPMSL_POISONED_II, // 4 - unused
+ SPMSL_CURARE // 5
+};
+
+enum special_ring_type // jewellery mitm[].special values
+{
+ SPRING_RANDART = 200,
+ SPRING_UNRANDART = 201
+};
+
+enum special_wield_type // you.special_wield
+{
+ SPWLD_NONE, // 0
+ SPWLD_SING,
+ SPWLD_TROG,
+ SPWLD_CURSE,
+ SPWLD_VARIABLE, // 4
+ SPWLD_PRUNE, // 5 - implicit in it_use3::special_wielded() {dlb}
+ SPWLD_TORMENT, // 6
+ SPWLD_ZONGULDROK,
+ SPWLD_POWER,
+ SPWLD_WUCAD_MU, // 9
+ SPWLD_OLGREB, // 10
+ SPWLD_SHADOW = 50, // 50
+ SPWLD_NOISE // further differentiation useless -> removed (jpeg)
+};
+
+enum stave_type
+{
+ // staves
+ STAFF_WIZARDRY = 0,
+ STAFF_POWER,
+ STAFF_FIRE,
+ STAFF_COLD,
+ STAFF_POISON,
+ STAFF_ENERGY,
+ STAFF_DEATH,
+ STAFF_CONJURATION,
+ STAFF_ENCHANTMENT,
+ STAFF_SUMMONING,
+ STAFF_AIR,
+ STAFF_EARTH,
+ STAFF_CHANNELING,
+ // rods
+ STAFF_SMITING, // must be first rod!
+ STAFF_SPELL_SUMMONING,
+ STAFF_DESTRUCTION_I,
+ STAFF_DESTRUCTION_II,
+ STAFF_DESTRUCTION_III,
+ STAFF_DESTRUCTION_IV,
+ STAFF_WARDING,
+ STAFF_DISCOVERY,
+ STAFF_DEMONOLOGY,
+ STAFF_STRIKING,
+ STAFF_VENOM,
+ NUM_STAVES // must remain last member {dlb}
+};
+
+enum weapon_type
+{
+// Base weapons
+ WPN_CLUB, // 0
+ WPN_MACE,
+ WPN_FLAIL,
+ WPN_DAGGER,
+ WPN_MORNINGSTAR,
+ WPN_SHORT_SWORD, // 5
+ WPN_LONG_SWORD,
+ WPN_GREAT_SWORD,
+ WPN_SCIMITAR,
+ WPN_HAND_AXE,
+ WPN_BATTLEAXE, // 10
+ WPN_SPEAR,
+ WPN_HALBERD,
+ WPN_SLING,
+ WPN_BOW,
+ WPN_CROSSBOW, // 15
+ WPN_HAND_CROSSBOW,
+ WPN_GLAIVE,
+ WPN_QUARTERSTAFF,
+// these three not created ordinarily
+ WPN_SCYTHE,
+ WPN_GIANT_CLUB, // 20
+ WPN_GIANT_SPIKED_CLUB,
+// "rare" weapons - some have special cases and are uncommon
+ WPN_EVENINGSTAR,
+ WPN_QUICK_BLADE,
+ WPN_KATANA,
+ WPN_EXECUTIONERS_AXE, // 25
+ WPN_DOUBLE_SWORD,
+ WPN_TRIPLE_SWORD,
+ WPN_HAMMER,
+ WPN_ANCUS,
+ WPN_WHIP, // 30
+ WPN_SABRE,
+ WPN_DEMON_BLADE,
+ WPN_DEMON_WHIP,
+ WPN_DEMON_TRIDENT,
+ WPN_BROAD_AXE, // 35
+// base items (continued)
+ WPN_WAR_AXE,
+ WPN_TRIDENT,
+ WPN_SPIKED_FLAIL,
+ WPN_GREAT_MACE,
+ WPN_DIRE_FLAIL, // 40
+ WPN_KNIFE,
+ WPN_BLOWGUN,
+ WPN_FALCHION,
+ WPN_BLESSED_BLADE, // 44
+ WPN_LONGBOW,
+ WPN_LAJATANG,
+ WPN_LOCHABER_AXE,
+
+ NUM_WEAPONS, // 48 - must be last regular member {dlb}
+
+// special cases
+ WPN_UNARMED = 500, // 500
+ WPN_UNKNOWN = 1000, // 1000
+ WPN_RANDOM
+};
+
+enum weapon_description_type
+{
+ DWPN_PLAIN = 0, // 0 - added to round out enum {dlb}
+ DWPN_RUNED = 1, // 1
+ DWPN_GLOWING,
+ DWPN_ORCISH,
+ DWPN_ELVEN,
+ DWPN_DWARVEN // 5
+};
+
+enum weapon_property_type
+{
+ PWPN_DAMAGE, // 0
+ PWPN_HIT,
+ PWPN_SPEED,
+ PWPN_ACQ_WEIGHT
+};
+
+enum vorpal_damage_type
+{
+ // Types of damage a weapon can do... currently assuming that anything
+ // with BLUDGEON always does "AND" with any other specified types,
+ // and and sets not including BLUDGEON are "OR".
+ DAM_BASH = 0x0000, // non-melee weapon blugeoning
+ DAM_BLUDGEON = 0x0001, // crushing
+ DAM_SLICE = 0x0002, // slicing/chopping
+ DAM_PIERCE = 0x0004, // stabbing/piercing
+ DAM_WHIP = 0x0008, // whip slashing (no butcher)
+
+ // These are used for vorpal weapon desc (don't set more than one)
+ DVORP_NONE = 0x0000, // used for non-melee weapons
+ DVORP_CRUSHING = 0x1000,
+ DVORP_SLICING = 0x2000,
+ DVORP_PIERCING = 0x3000,
+ DVORP_CHOPPING = 0x4000, // used for axes
+ DVORP_SLASHING = 0x5000, // used for whips
+ DVORP_STABBING = 0x6000, // used for knives/daggers
+
+ DVORP_CLAWING = 0x7000, // claw damage
+
+ // These are shortcuts to tie vorpal/damage types for easy setting...
+ // as above, setting more than one vorpal type is trouble.
+ DAMV_NON_MELEE = DVORP_NONE | DAM_BASH, // launchers
+ DAMV_CRUSHING = DVORP_CRUSHING | DAM_BLUDGEON,
+ DAMV_SLICING = DVORP_SLICING | DAM_SLICE,
+ DAMV_PIERCING = DVORP_PIERCING | DAM_PIERCE,
+ DAMV_CHOPPING = DVORP_CHOPPING | DAM_SLICE,
+ DAMV_SLASHING = DVORP_SLASHING | DAM_WHIP,
+ DAMV_STABBING = DVORP_STABBING | DAM_PIERCE,
+
+ DAM_MASK = 0x0fff, // strips vorpal specification
+ DAMV_MASK = 0xf000 // strips non-vorpal specification
+};
+
+// NOTE: This order is very special! Its basically the same as ZAP_*,
+// and there are bits of the code that still use that fact.. see zap_wand().
+enum wand_type // mitm[].subtype
+{
+ WAND_FLAME, // 0
+ WAND_FROST,
+ WAND_SLOWING,
+ WAND_HASTING,
+ WAND_MAGIC_DARTS,
+ WAND_HEALING, // 5
+ WAND_PARALYSIS,
+ WAND_FIRE,
+ WAND_COLD,
+ WAND_CONFUSION,
+ WAND_INVISIBILITY, // 10
+ WAND_DIGGING,
+ WAND_FIREBALL,
+ WAND_TELEPORTATION,
+ WAND_LIGHTNING,
+ WAND_POLYMORPH_OTHER, // 15
+ WAND_ENSLAVEMENT,
+ WAND_DRAINING,
+ WAND_RANDOM_EFFECTS,
+ WAND_DISINTEGRATION,
+ NUM_WANDS // must remain last member {dlb}
+};
+
+enum zap_count_type
+{
+ ZAPCOUNT_EMPTY = -1,
+ ZAPCOUNT_UNKNOWN = -2
+};
+
void init_properties(void);
// Returns true if this item should be preserved as far as possible.
@@ -162,9 +709,6 @@ bool is_shield(const item_def &item);
bool is_shield_incompatible(const item_def &weapon,
const item_def *shield = NULL);
-bool is_deck(const item_def &item);
-deck_rarity_type deck_rarity(const item_def &item);
-
// Only works for armour/weapons/missiles
std::string item_base_name(const item_def &item);
const char* weapon_base_name(unsigned char subtype);