OpenGothic
Open source reimplementation of Gothic I and II
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constants.h
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1#pragma once
2
3#include <cstdint>
4#include <string_view>
5
6inline std::string_view menuMain = "MENU_MAIN";
7
8enum Guild: uint32_t {
9 GIL_NONE = 0, // (keine)
10 GIL_HUMAN = 1, // Special Guild -> To set Constants for ALL Human Guilds --> wird verwendet in Species.d
11 GIL_PAL = 1, // Paladin
12 GIL_MIL = 2, // Miliz
13 GIL_VLK = 3, // Bürger
14 GIL_KDF = 4, // Magier
15 GIL_NOV = 5, // Magier Novize
16 GIL_DJG = 6, // Drachenjäger
17 GIL_SLD = 7, // Söldner
18 GIL_BAU = 8, // Bauer
19 GIL_BDT = 9, // Bandit
20 GIL_STRF = 10, // Prisoner, Sträfling
21 GIL_DMT = 11, // Dementoren
22 GIL_OUT = 12, // Outlander (z.B. kleine Bauernhöfe)
23 GIL_PIR = 13, // Pirat
24 GIL_KDW = 14, // KDW
25 GIL_EMPTY_D = 15, // NICHT VERWENDEN!
26 //-----------------------------------------------
27 GIL_PUBLIC = 15,// für öffentliche Portalräume
28 //-----------------------------------------------
32 GIL_GOBBO = 19, // Green Goblin / Black Goblin
35 GIL_SCAVENGER = 22, // (bei Bedarf) Scavenger / Evil Scavenger /OrcBiter
39 GIL_WARAN = 26, // Waren / Feuerwaran
40 GIL_WOLF = 27, // Wolf / Warg
42 GIL_MINECRAWLER = 29, // Minecrawler / Minecrawler Warrior
48 GIL_SNAPPER = 35, // Snapper / Dragon Snapper /Razor
49 GIL_SHADOWBEAST = 36, //Shadowbeast / Bloodhound
58 GIL_TROLL = 45, // Troll / Schwarzer Troll
59 GIL_SWAMPSHARK = 46, // (bei Bedarf)
60 GIL_DRAGON = 47, // Feuerdrache / Eisdrache / Felsdrache / Sumpfdrache / Untoter Drache
61 GIL_MOLERAT = 48, // Molerat
71 GIL_SEPERATOR_ORC = 58, // (ehem. 37)
72 GIL_ORC = 59, // Ork-Krieger / Ork-Shamane / Ork-Elite
73 GIL_FRIENDLY_ORC = 60, // Ork-Sklave / Ur-Shak
79 GIL_MAX = 66,
80
81 // Gothic 1 guilds
84 GIL_G1_EBR = 1, // Erzbaron
85 GIL_G1_GRD = 2, // Gardist
86 GIL_G1_STT = 3, // Schatten
88 GIL_G1_VLK = 5, // Buddler
89 GIL_G1_KDW = 6, // Wassermagier
91 GIL_G1_ORG = 8, // Bandit
92 GIL_G1_BAU = 9, // Bauer
93 GIL_G1_SFB = 10, // Schuerfer
94 GIL_G1_GUR = 11, // Guru
95 GIL_G1_NOV = 12, // Novize
96 GIL_G1_TPL = 13, // Templer
97 GIL_G1_DMB = 14, // Darkmagic Xardas
98 GIL_G1_BAB = 15, // Female
101 GIL_G1_SLF = 18, // Sleeper
126 };
127
128enum {
130 };
131
132enum {
136 MaxMagRange = 3500, // from Focus_Ranged
138 };
139
190
191enum class WeaponState : uint8_t {
192 NoWeapon,
193 Fist,
194 W1H,
195 W2H,
196 Bow,
197 CBow,
198 Mage
199 };
200
201enum class FightMode : int32_t {
202 FMODE_NONE = 0,
203 FMODE_FIST = 1,
204 FMODE_MELEE = 2,
205 FMODE_FAR = 5,
206 FMODE_MAGIC = 7,
207 };
208
209enum class WalkBit : uint8_t {
210 WM_Run =0,
211 WM_Walk =1,
212 WM_Sneak=2,
213 WM_Water=4,
214 WM_Swim =8,
215 WM_Dive =16,
216 };
217
219 return WalkBit(uint8_t(a)&uint8_t(b));
220 }
221
223 return WalkBit(uint8_t(a)|uint8_t(b));
224 }
225
227 return WalkBit(uint8_t(a)^uint8_t(b));
228 }
229
231 return WalkBit(~uint8_t(a));
232 }
233
241
251
261
267
268enum class SpellFxKey:uint8_t {
269 Open,
270 Init,
271 Cast,
272 Invest,
273 Collide,
274 Count
275 };
276
277enum TargetCollect : int32_t {
278 TARGET_COLLECT_NONE = 0, // target will be set by effect (range, azi, elev)
279 TARGET_COLLECT_CASTER = 1, // target is the caster
280 TARGET_COLLECT_FOCUS = 2, // target is the focus vob
281 TARGET_COLLECT_ALL = 3, // all targets in range will be assembled
282 TARGET_COLLECT_FOCUS_FALLBACK_NONE = 4, // target is the focus vob, if the focus vob is not valid, the trajectory will be set by the effect
283 TARGET_COLLECT_FOCUS_FALLBACK_CASTER = 5, // target is the focus vob, if the focus vob is not valid, the target is the caster
284 TARGET_COLLECT_ALL_FALLBACK_NONE = 6, // all targets in range will be assembled, if there are no valid targets, the trajectory will be set by the effect
285 TARGET_COLLECT_ALL_FALLBACK_CASTER = 7, // all targets in range will be assembled, if there are no valid targets, the target is the caster
286 };
287
296
297enum class SensesBit : int32_t {
298 SENSE_NONE = 0,
299 SENSE_SEE = 1 << 0,
300 SENSE_HEAR = 1 << 1,
301 SENSE_SMELL = 1 << 2,
302 };
303
305 return SensesBit(uint8_t(a)&uint8_t(b));
306 }
307
309 return SensesBit(uint8_t(a)|uint8_t(b));
310 }
311
312enum ItmFlags : uint32_t {
313 ITM_CAT_NONE = 1 << 0,
314 ITM_CAT_NF = 1 << 1,
315 ITM_CAT_FF = 1 << 2,
316 ITM_CAT_MUN = 1 << 3,
318 ITM_CAT_FOOD = 1 << 5,
319 ITM_CAT_DOCS = 1 << 6,
322 ITM_CAT_RUNE = 1 << 9,
323 ITM_CAT_MAGIC = 1u << 31,
324 ITM_10 = 1 << 10, // ???
325 ITM_RING = 1 << 11,
326 ITM_MISSION = 1 << 12,
327 ITM_DAG = 1 << 13,
328 ITM_SWD = 1 << 14,
329 ITM_AXE = 1 << 15,
330 ITM_2HD_SWD = 1 << 16,
331 ITM_2HD_AXE = 1 << 17,
332 ITM_SHIELD = 1 << 18,
333 ITM_BOW = 1 << 19,
334 ITM_CROSSBOW = 1 << 20,
335 ITM_MULTI = 1 << 21,
336 ITM_AMULET = 1 << 22,
337 ITM_BELT = 1 << 24,
338 ITM_TORCH = 1 << 28
339 };
340
394
395
434
461
473
483
495
496inline const char* MaterialGroupNames[] = {
497 "UNDEF",
498 "METAL",
499 "STONE",
500 "WOOD",
501 "EARTH",
502 "WATER",
503 "SNOW",
504 };
505
506enum class NpcProcessPolicy : uint8_t {
507 Player,
508 AiNormal,
509 AiFar,
510 AiFar2
511 };
512
513enum AiStateCode : int32_t {
516 };
517
518enum class ScriptLang : int32_t {
519 NONE = -1,
520 EN = 0,
521 DE = 1,
522 PL = 2,
523 RU = 3,
524 FR = 4,
525 ES = 5,
526 IT = 6,
527 CZ = 7,
528 };
529
530enum class AaPreset : uint32_t {
531 OFF,
532 MEDIUM,
533 ULTRA,
535 };
536
537enum class Benchmark : uint8_t {
538 None,
539 Normal,
541 };
Guild
Definition constants.h:8
@ GIL_G1_SCAVENGER
Definition constants.h:107
@ GIL_DEMON
Definition constants.h:56
@ GIL_EMPTY_C
Definition constants.h:70
@ GIL_MINECRAWLER
Definition constants.h:42
@ GIL_G1_GOBBO
Definition constants.h:102
@ GIL_G1_EBR
Definition constants.h:84
@ GIL_DJG
Definition constants.h:16
@ GIL_STRF
Definition constants.h:20
@ GIL_DRAGON
Definition constants.h:60
@ GIL_SHADOWBEAST_SKELETON
Definition constants.h:50
@ GIL_PUBLIC
Definition constants.h:27
@ GIL_G1_MEATBUG
Definition constants.h:106
@ GIL_G1_ORCSHAMAN
Definition constants.h:121
@ GIL_GIANT_BUG
Definition constants.h:37
@ GIL_SNAPPER
Definition constants.h:48
@ GIL_G1_UNDEADORC
Definition constants.h:114
@ GIL_STONEGOLEM
Definition constants.h:52
@ GIL_G1_SNAPPER
Definition constants.h:104
@ GIL_ORC
Definition constants.h:72
@ GIL_ZOMBIE
Definition constants.h:47
@ GIL_EMPTY_B
Definition constants.h:69
@ GIL_G1_BLOODFLY
Definition constants.h:111
@ GIL_G1_VLK
Definition constants.h:88
@ GIL_G1_SEPERATOR_HUM
Definition constants.h:99
@ GIL_SummonedGuardian
Definition constants.h:67
@ GIL_SHEEP
Definition constants.h:31
@ GIL_G1_SWAMPSHARK
Definition constants.h:112
@ GIL_G1_GRD
Definition constants.h:85
@ GIL_EMPTY_D
Definition constants.h:25
@ GIL_G1_ORCDOG
Definition constants.h:116
@ GIL_EMPTY_Z
Definition constants.h:78
@ GIL_UNDEADORC
Definition constants.h:74
@ GIL_NOV
Definition constants.h:15
@ GIL_G1_SLD
Definition constants.h:90
@ GIL_SKELETON
Definition constants.h:44
@ GIL_PIR
Definition constants.h:23
@ GIL_MOLERAT
Definition constants.h:61
@ GIL_DMT
Definition constants.h:21
@ GIL_SCAVENGER
Definition constants.h:35
@ GIL_SWAMPSHARK
Definition constants.h:59
@ GIL_G1_MAX
Definition constants.h:125
@ GIL_SWAMPGOLEM
Definition constants.h:63
@ GIL_TROLL
Definition constants.h:58
@ GIL_MEATBUG
Definition constants.h:30
@ GIL_SEPERATOR_ORC
Definition constants.h:71
@ GIL_HUMAN
Definition constants.h:10
@ GIL_BDT
Definition constants.h:19
@ GIL_NONE
Definition constants.h:9
@ GIL_G1_ORG
Definition constants.h:91
@ GIL_FIREGOLEM
Definition constants.h:53
@ GIL_SummonedZombie
Definition constants.h:68
@ GIL_G1_SFB
Definition constants.h:93
@ GIL_G1_WOLF
Definition constants.h:109
@ GIL_G1_ORCSLAVE
Definition constants.h:124
@ GIL_SUMMONED_SKELETON
Definition constants.h:45
@ GIL_G1_MINECRAWLER
Definition constants.h:105
@ GIL_KDF
Definition constants.h:14
@ GIL_BAU
Definition constants.h:18
@ GIL_G1_WARAN
Definition constants.h:100
@ GIL_Empty_A
Definition constants.h:66
@ GIL_G1_KDW
Definition constants.h:89
@ GIL_G1_BAU
Definition constants.h:92
@ GIL_LURKER
Definition constants.h:43
@ GIL_SKELETON_MAGE
Definition constants.h:46
@ GIL_SHADOWBEAST
Definition constants.h:49
@ GIL_G1_GOLEM
Definition constants.h:118
@ GIL_KDW
Definition constants.h:24
@ GIL_G1_GUR
Definition constants.h:94
@ GIL_FRIENDLY_ORC
Definition constants.h:73
@ GIL_G1_NONE
Definition constants.h:82
@ GIL_G1_NOV
Definition constants.h:95
@ GIL_SUMMONED_WOLF
Definition constants.h:41
@ GIL_G1_SHADOWBEAST
Definition constants.h:110
@ GIL_SLD
Definition constants.h:17
@ GIL_MIL
Definition constants.h:12
@ GIL_G1_MOLERAT
Definition constants.h:117
@ GIL_OUT
Definition constants.h:22
@ GIL_G1_DMB
Definition constants.h:97
@ GIL_G1_KDF
Definition constants.h:87
@ GIL_SEPERATOR_HUM
Definition constants.h:29
@ GIL_G1_SKELETON
Definition constants.h:115
@ GIL_WARAN
Definition constants.h:39
@ GIL_G1_ORCSCOUT
Definition constants.h:123
@ GIL_MAX
Definition constants.h:79
@ GIL_DRACONIAN
Definition constants.h:75
@ GIL_G1_BAB
Definition constants.h:98
@ GIL_HARPY
Definition constants.h:51
@ GIL_BLOODFLY
Definition constants.h:38
@ GIL_G1_SEPERATOR_ORC
Definition constants.h:120
@ GIL_WOLF
Definition constants.h:40
@ GIL_GOBBO_SKELETON
Definition constants.h:33
@ GIL_Gargoyle
Definition constants.h:65
@ GIL_G1_TPL
Definition constants.h:96
@ GIL_SUMMONED_DEMON
Definition constants.h:57
@ GIL_G1_DEMON
Definition constants.h:108
@ GIL_SUMMONED_GOLEM
Definition constants.h:55
@ GIL_GOBBO
Definition constants.h:32
@ GIL_G1_ZOMBIE
Definition constants.h:113
@ GIL_G1_LURKER
Definition constants.h:119
@ GIL_EMPTY_X
Definition constants.h:76
@ GIL_G1_TROLL
Definition constants.h:103
@ GIL_G1_ORCWARROIR
Definition constants.h:122
@ GIL_Stoneguardian
Definition constants.h:64
@ GIL_ICEGOLEM
Definition constants.h:54
@ GIL_SUMMONED_GOBBO_SKELETON
Definition constants.h:34
@ GIL_G1_STT
Definition constants.h:86
@ GIL_GIANT_RAT
Definition constants.h:36
@ GIL_VLK
Definition constants.h:13
@ GIL_G1_HUMAN
Definition constants.h:83
@ GIL_PAL
Definition constants.h:11
@ GIL_G1_SLF
Definition constants.h:101
@ GIL_EMPTY_Y
Definition constants.h:77
@ GIL_ALLIGATOR
Definition constants.h:62
CollideMask
Definition constants.h:252
@ COLL_APPLYHALVEDAMAGE
Definition constants.h:256
@ COLL_APPLYDOUBLEDAMAGE
Definition constants.h:257
@ COLL_APPLYDAMAGE
Definition constants.h:255
@ COLL_DOEVERYTHING
Definition constants.h:254
@ COLL_APPLYVICTIMSTATE
Definition constants.h:258
@ COLL_DONOTHING
Definition constants.h:253
@ COLL_DONTKILL
Definition constants.h:259
SpellFxKey
Definition constants.h:268
AaPreset
Definition constants.h:530
Talent
Definition constants.h:435
@ TALENT_WISPDETECTOR
Definition constants.h:453
@ TALENT_PICKPOCKET
Definition constants.h:447
@ TALENT_1H
Definition constants.h:437
@ TALENT_RUNES
Definition constants.h:449
@ TALENT_BOW
Definition constants.h:439
@ TALENT_CROSSBOW
Definition constants.h:440
@ TALENT_D
Definition constants.h:455
@ TALENT_MAX_G1
Definition constants.h:458
@ TALENT_MAGE
Definition constants.h:442
@ TALENT_MAX_G2
Definition constants.h:459
@ TALENT_FOREIGNLANGUAGE
Definition constants.h:452
@ TALENT_2H
Definition constants.h:438
@ TALENT_ALCHEMY
Definition constants.h:450
@ TALENT_SNEAK
Definition constants.h:443
@ TALENT_REGENERATE
Definition constants.h:444
@ TALENT_TAKEANIMALTROPHY
Definition constants.h:451
@ TALENT_ACROBAT
Definition constants.h:446
@ TALENT_C
Definition constants.h:454
@ TALENT_E
Definition constants.h:456
@ TALENT_PICKLOCK
Definition constants.h:441
@ TALENT_UNKNOWN
Definition constants.h:436
@ TALENT_SMITH
Definition constants.h:448
@ TALENT_FIREMASTER
Definition constants.h:445
WalkBit operator~(WalkBit a)
Definition constants.h:230
WalkBit
Definition constants.h:209
AiStateCode
Definition constants.h:513
@ LOOP_CONTINUE
Definition constants.h:514
@ LOOP_END
Definition constants.h:515
NpcProcessPolicy
Definition constants.h:506
TargetType
Definition constants.h:288
@ TARGET_TYPE_ORCS
Definition constants.h:292
@ TARGET_TYPE_NPCS
Definition constants.h:291
@ TARGET_TYPE_HUMANS
Definition constants.h:293
@ TARGET_TYPE_ALL
Definition constants.h:289
@ TARGET_TYPE_UNDEAD
Definition constants.h:294
@ TARGET_TYPE_ITEMS
Definition constants.h:290
SensesBit
Definition constants.h:297
Attitude
Definition constants.h:234
@ ATT_NEUTRAL
Definition constants.h:237
@ ATT_HOSTILE
Definition constants.h:235
@ ATT_ANGRY
Definition constants.h:236
@ ATT_NULL
Definition constants.h:239
@ ATT_FRIENDLY
Definition constants.h:238
WalkBit operator|(WalkBit a, const WalkBit &b)
Definition constants.h:222
Action
Definition constants.h:341
@ AI_EquipBestArmor
Definition constants.h:357
@ AI_UseItem
Definition constants.h:361
@ AI_UnEquipWeapons
Definition constants.h:370
@ AI_DrawWeapon
Definition constants.h:383
@ AI_AlignToFp
Definition constants.h:378
@ AI_Output
Definition constants.h:372
@ AI_StopProcessInfo
Definition constants.h:376
@ AI_GoToNpc
Definition constants.h:347
@ AI_GoToNextFp
Definition constants.h:348
@ AI_OutputSvm
Definition constants.h:373
@ AI_UseMob
Definition constants.h:360
@ AI_RemoveWeapon
Definition constants.h:345
@ AI_None
Definition constants.h:342
@ AI_OutputSvmOverlay
Definition constants.h:374
@ AI_UnEquipArmor
Definition constants.h:371
@ AI_EquipRange
Definition constants.h:359
@ AI_GotoItem
Definition constants.h:385
@ AI_PointAt
Definition constants.h:387
@ AI_TakeItem
Definition constants.h:384
@ AI_StandUpQuick
Definition constants.h:355
@ AI_WhirlToNpc
Definition constants.h:391
@ AI_Attack
Definition constants.h:367
@ AI_LookAtNpc
Definition constants.h:343
@ AI_DrawSpell
Definition constants.h:366
@ AI_Dodge
Definition constants.h:369
@ AI_FinishingMove
Definition constants.h:382
@ AI_ContinueRoutine
Definition constants.h:377
@ AI_PointAtNpc
Definition constants.h:386
@ AI_TurnToNpc
Definition constants.h:346
@ AI_GoToPoint
Definition constants.h:349
@ AI_DrawWeaponRange
Definition constants.h:365
@ AI_Teleport
Definition constants.h:363
@ AI_DrawWeaponMelee
Definition constants.h:364
@ AI_ProcessInfo
Definition constants.h:375
@ AI_StartState
Definition constants.h:350
@ AI_AlignToWp
Definition constants.h:379
@ AI_SetWalkMode
Definition constants.h:381
@ AI_SetNpcsToState
Definition constants.h:380
@ AI_StopLookAt
Definition constants.h:344
@ AI_PlayAnimBs
Definition constants.h:352
@ AI_UseItemToState
Definition constants.h:362
@ AI_TurnAway
Definition constants.h:392
@ AI_LookAt
Definition constants.h:390
@ AI_Wait
Definition constants.h:353
@ AI_StopPointAt
Definition constants.h:388
@ AI_EquipMelee
Definition constants.h:358
@ AI_StandUp
Definition constants.h:354
@ AI_PlayAnim
Definition constants.h:351
@ AI_EquipArmor
Definition constants.h:356
@ AI_PrintScreen
Definition constants.h:389
@ AI_Flee
Definition constants.h:368
TargetCollect
Definition constants.h:277
@ TARGET_COLLECT_FOCUS_FALLBACK_NONE
Definition constants.h:282
@ TARGET_COLLECT_FOCUS_FALLBACK_CASTER
Definition constants.h:283
@ TARGET_COLLECT_FOCUS
Definition constants.h:280
@ TARGET_COLLECT_CASTER
Definition constants.h:279
@ TARGET_COLLECT_ALL_FALLBACK_CASTER
Definition constants.h:285
@ TARGET_COLLECT_ALL_FALLBACK_NONE
Definition constants.h:284
@ TARGET_COLLECT_NONE
Definition constants.h:278
@ TARGET_COLLECT_ALL
Definition constants.h:281
@ MAX_AI_USE_DISTANCE
Definition constants.h:129
ItmFlags
Definition constants.h:312
@ ITM_AMULET
Definition constants.h:336
@ ITM_SWD
Definition constants.h:328
@ ITM_BOW
Definition constants.h:333
@ ITM_CAT_MAGIC
Definition constants.h:323
@ ITM_MULTI
Definition constants.h:335
@ ITM_2HD_SWD
Definition constants.h:330
@ ITM_BELT
Definition constants.h:337
@ ITM_CAT_NONE
Definition constants.h:313
@ ITM_CAT_NF
Definition constants.h:314
@ ITM_CAT_FOOD
Definition constants.h:318
@ ITM_SHIELD
Definition constants.h:332
@ ITM_CAT_FF
Definition constants.h:315
@ ITM_2HD_AXE
Definition constants.h:331
@ ITM_CAT_RUNE
Definition constants.h:322
@ ITM_DAG
Definition constants.h:327
@ ITM_CAT_DOCS
Definition constants.h:319
@ ITM_RING
Definition constants.h:325
@ ITM_10
Definition constants.h:324
@ ITM_AXE
Definition constants.h:329
@ ITM_MISSION
Definition constants.h:326
@ ITM_CAT_MUN
Definition constants.h:316
@ ITM_CROSSBOW
Definition constants.h:334
@ ITM_CAT_POTION
Definition constants.h:320
@ ITM_TORCH
Definition constants.h:338
@ ITM_CAT_ARMOR
Definition constants.h:317
@ ITM_CAT_LIGHT
Definition constants.h:321
SpellCode
Definition constants.h:474
@ SPL_RECEIVEINVEST
Definition constants.h:476
@ SPL_SENDSTOP
Definition constants.h:478
@ SPL_DONTINVEST
Definition constants.h:475
@ SPL_SENDCAST
Definition constants.h:477
@ SPL_STATUS_CANINVEST_NO_MANADEC
Definition constants.h:480
@ SPL_FORCEINVEST
Definition constants.h:481
@ SPL_NEXTLEVEL
Definition constants.h:479
@ MaxBowRange
Definition constants.h:135
@ MaxFightRange
Definition constants.h:137
@ ReferenceBowRangeG2
Definition constants.h:134
@ MaxMagRange
Definition constants.h:136
@ ReferenceBowRangeG1
Definition constants.h:133
const char * MaterialGroupNames[]
Definition constants.h:496
ItemMaterial
Definition constants.h:242
@ MAT_STONE
Definition constants.h:244
@ MAT_WOOD
Definition constants.h:243
@ MAT_METAL
Definition constants.h:245
@ MAT_LEATHER
Definition constants.h:246
@ MAT_CLAY
Definition constants.h:247
@ MAT_GLAS
Definition constants.h:248
@ MAT_COUNT
Definition constants.h:249
Attribute
Definition constants.h:462
@ ATR_STRENGTH
Definition constants.h:467
@ ATR_MANAMAX
Definition constants.h:466
@ ATR_HITPOINTSMAX
Definition constants.h:464
@ ATR_MAX
Definition constants.h:471
@ ATR_DEXTERITY
Definition constants.h:468
@ ATR_HITPOINTS
Definition constants.h:463
@ ATR_REGENERATEMANA
Definition constants.h:470
@ ATR_REGENERATEHP
Definition constants.h:469
@ ATR_MANA
Definition constants.h:465
Protection
Definition constants.h:484
@ PROT_EDGE
Definition constants.h:487
@ PROT_POINT
Definition constants.h:491
@ PROT_MAGIC
Definition constants.h:490
@ PROT_FALL
Definition constants.h:492
@ PROT_FLY
Definition constants.h:489
@ PROT_BLUNT
Definition constants.h:486
@ PROT_FIRE
Definition constants.h:488
@ PROT_MAX
Definition constants.h:493
@ PROT_BARRIER
Definition constants.h:485
BodyState
Definition constants.h:140
@ BS_INVENTORY
Definition constants.h:167
@ BS_PETRIFIED
Definition constants.h:183
@ BS_MOD_CONTROLLED
Definition constants.h:147
@ BS_AIMNEAR
Definition constants.h:178
@ BS_SNEAK
Definition constants.h:156
@ BS_MOD_MASK
Definition constants.h:152
@ BS_DIVE
Definition constants.h:161
@ BS_CASTING
Definition constants.h:182
@ BS_FLAG_INTERRUPTABLE
Definition constants.h:149
@ BS_SIT
Definition constants.h:165
@ BS_NONE
Definition constants.h:141
@ BS_PARADE
Definition constants.h:181
@ BS_MOD_DRUNK
Definition constants.h:144
@ BS_CLIMB
Definition constants.h:163
@ BS_RUN
Definition constants.h:157
@ BS_THROWITEM
Definition constants.h:173
@ BS_FLAG_MASK
Definition constants.h:153
@ BS_LIE
Definition constants.h:166
@ BS_JUMP
Definition constants.h:162
@ BS_FLAG_FREEHANDS
Definition constants.h:150
@ BS_FALL
Definition constants.h:164
@ BS_MOBINTERACT
Definition constants.h:169
@ BS_SWIM
Definition constants.h:159
@ BS_MAX
Definition constants.h:185
@ BS_MOBINTERACT_INTERRUPT
Definition constants.h:170
@ BS_HIT
Definition constants.h:180
@ BS_MOD_TRANSFORMED
Definition constants.h:148
@ BS_MOD_HIDDEN
Definition constants.h:143
@ BS_MOD_BURNING
Definition constants.h:146
@ BS_CRAWL
Definition constants.h:160
@ BS_DEAD
Definition constants.h:177
@ BS_STUMBLE
Definition constants.h:175
@ BS_CONTROLLING
Definition constants.h:184
@ BS_SPRINT
Definition constants.h:158
@ BS_MOD_NUTS
Definition constants.h:145
@ BS_UNCONSCIOUS
Definition constants.h:176
@ BS_TAKEITEM
Definition constants.h:171
@ BS_ITEMINTERACT
Definition constants.h:168
@ BS_WALK
Definition constants.h:155
@ BS_STAND
Definition constants.h:186
@ BS_MAX_FLAGS
Definition constants.h:188
@ BS_DROPITEM
Definition constants.h:172
@ BS_PICKPOCKET
Definition constants.h:174
@ BS_AIMFAR
Definition constants.h:179
SpellCategory
Definition constants.h:262
@ SPELL_NEUTRAL
Definition constants.h:264
@ SPELL_BAD
Definition constants.h:265
@ SPELL_GOOD
Definition constants.h:263
WalkBit operator^(WalkBit a, const WalkBit &b)
Definition constants.h:226
Benchmark
Definition constants.h:537
WeaponState
Definition constants.h:191
FightMode
Definition constants.h:201
WalkBit operator&(WalkBit a, const WalkBit &b)
Definition constants.h:218
std::string_view menuMain
Definition constants.h:6
ScriptLang
Definition constants.h:518
PercType
Definition constants.h:396
@ PERC_ASSESSTHEFT
Definition constants.h:416
@ PERC_ASSESSQUIETSOUND
Definition constants.h:413
@ PERC_ASSESSFAKEGUILD
Definition constants.h:420
@ PERC_ASSESSCALL
Definition constants.h:417
@ PERC_ASSESSMAGIC
Definition constants.h:426
@ PERC_ASSESSBODY
Definition constants.h:402
@ PERC_ASSESSTALK
Definition constants.h:418
@ PERC_ASSESSMURDER
Definition constants.h:405
@ PERC_DRAWWEAPON
Definition constants.h:423
@ PERC_OBSERVESUSPECT
Definition constants.h:424
@ PERC_ASSESSPLAYER
Definition constants.h:399
@ PERC_ASSESSITEM
Definition constants.h:403
@ PERC_ASSESSUSEMOB
Definition constants.h:431
@ PERC_ASSESSWARN
Definition constants.h:414
@ PERC_None
Definition constants.h:397
@ PERC_ASSESSFIGHTER
Definition constants.h:401
@ PERC_OBSERVEINTRUDER
Definition constants.h:411
@ PERC_ASSESSDEFEAT
Definition constants.h:406
@ PERC_Count
Definition constants.h:432
@ PERC_ASSESSSURPRISE
Definition constants.h:429
@ PERC_ASSESSDAMAGE
Definition constants.h:407
@ PERC_ASSESSREMOVEWEAPON
Definition constants.h:410
@ PERC_CATCHTHIEF
Definition constants.h:415
@ PERC_ASSESSTHREAT
Definition constants.h:409
@ PERC_ASSESSSTOPMAGIC
Definition constants.h:427
@ PERC_NPCCOMMAND
Definition constants.h:425
@ PERC_MOVENPC
Definition constants.h:422
@ PERC_ASSESSOTHERSDAMAGE
Definition constants.h:408
@ PERC_MOVEMOB
Definition constants.h:421
@ PERC_ASSESSCASTER
Definition constants.h:428
@ PERC_ASSESSGIVENITEM
Definition constants.h:419
@ PERC_ASSESSENEMY
Definition constants.h:400
@ PERC_ASSESSENTERROOM
Definition constants.h:430
@ PERC_ASSESSFIGHTSOUND
Definition constants.h:412