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-rw-r--r--src/map/map.t.hpp163
1 files changed, 0 insertions, 163 deletions
diff --git a/src/map/map.t.hpp b/src/map/map.t.hpp
index b7abc59..6b53015 100644
--- a/src/map/map.t.hpp
+++ b/src/map/map.t.hpp
@@ -68,86 +68,53 @@ using e::Opt3;
enum class BL : uint8_t
{
NUL,
-#define BL_NUL BL::NUL
PC,
-#define BL_PC BL::PC
NPC,
-#define BL_NPC BL::NPC
MOB,
-#define BL_MOB BL::MOB
ITEM,
-#define BL_ITEM BL::ITEM
CHAT,
-#define BL_CHAT BL::CHAT
SPELL,
-#define BL_SPELL BL::SPELL
};
enum class NpcSubtype : uint8_t
{
WARP,
-#define WARP NpcSubtype::WARP
SHOP,
-#define SHOP NpcSubtype::SHOP
SCRIPT,
-#define SCRIPT NpcSubtype::SCRIPT
MONS,
-#define MONS NpcSubtype::MONS
MESSAGE,
-#define MESSAGE NpcSubtype::MESSAGE
};
enum class mob_stat
{
LV,
-#define MOB_LV mob_stat::LV
MAX_HP,
-#define MOB_MAX_HP mob_stat::MAX_HP
STR,
-#define MOB_STR mob_stat::STR
AGI,
-#define MOB_AGI mob_stat::AGI
VIT,
-#define MOB_VIT mob_stat::VIT
INT,
-#define MOB_INT mob_stat::INT
DEX,
-#define MOB_DEX mob_stat::DEX
LUK,
-#define MOB_LUK mob_stat::LUK
// low and high attacks
ATK1,
-#define MOB_ATK1 mob_stat::ATK1
ATK2,
-#define MOB_ATK2 mob_stat::ATK2
// attack delay
ADELAY,
-#define MOB_ADELAY mob_stat::ADELAY
DEF,
-#define MOB_DEF mob_stat::DEF
MDEF,
-#define MOB_MDEF mob_stat::MDEF
SPEED,
-#define MOB_SPEED mob_stat::SPEED
// These must come last:
// [Fate] Encoded as base to 1024: 1024 means 100%
XP_BONUS,
-#define MOB_XP_BONUS mob_stat::XP_BONUS
LAST,
-#define MOB_LAST mob_stat::LAST
};
enum class MS : uint8_t
{
IDLE,
-#define MS_IDLE MS::IDLE
WALK,
-#define MS_WALK MS::WALK
ATTACK,
-#define MS_ATTACK MS::ATTACK
DEAD,
-#define MS_DEAD MS::DEAD
DELAY,
-#define MS_DELAY MS::DELAY
};
enum class ATK
@@ -155,383 +122,272 @@ enum class ATK
ZERO = 0,
LUCKY,
-#define ATK_LUCKY ATK::LUCKY
FLEE,
-#define ATK_FLEE ATK::FLEE
DEF,
-#define ATK_DEF ATK::DEF
};
enum class SP : uint16_t
{
// sent to client
SPEED = 0,
-#define SP_SPEED SP::SPEED
// when used as "no stat"
ZERO = 0,
// sent to client
BASEEXP = 1,
-#define SP_BASEEXP SP::BASEEXP
// sent to client
JOBEXP = 2,
-#define SP_JOBEXP SP::JOBEXP
#if 0
KARMA = 3,
-#define SP_KARMA SP::KARMA
#endif
// sent to client
HP = 5,
-#define SP_HP SP::HP
// sent to client
MAXHP = 6,
-#define SP_MAXHP SP::MAXHP
// sent to client
SP = 7,
-#define SP_SP SP::SP
// sent to client
MAXSP = 8,
-#define SP_MAXSP SP::MAXSP
// sent to client
STATUSPOINT = 9,
-#define SP_STATUSPOINT SP::STATUSPOINT
// sent to client
BASELEVEL = 11,
-#define SP_BASELEVEL SP::BASELEVEL
// sent to client
SKILLPOINT = 12,
-#define SP_SKILLPOINT SP::SKILLPOINT
// sent to client
STR = 13,
-#define SP_STR SP::STR
// sent to client
AGI = 14,
-#define SP_AGI SP::AGI
// sent to client
VIT = 15,
-#define SP_VIT SP::VIT
// sent to client
INT = 16,
-#define SP_INT SP::INT
// sent to client
DEX = 17,
-#define SP_DEX SP::DEX
// sent to client
LUK = 18,
-#define SP_LUK SP::LUK
CLASS = 19,
-#define SP_CLASS SP::CLASS
// sent to client
ZENY = 20,
-#define SP_ZENY SP::ZENY
SEX = 21,
-#define SP_SEX SP::SEX
// sent to client
NEXTBASEEXP = 22,
-#define SP_NEXTBASEEXP SP::NEXTBASEEXP
// sent to client
NEXTJOBEXP = 23,
-#define SP_NEXTJOBEXP SP::NEXTJOBEXP
// sent to client
WEIGHT = 24,
-#define SP_WEIGHT SP::WEIGHT
// sent to client
MAXWEIGHT = 25,
-#define SP_MAXWEIGHT SP::MAXWEIGHT
// sent to client
USTR = 32,
-#define SP_USTR SP::USTR
// sent to client
UAGI = 33,
-#define SP_UAGI SP::UAGI
// sent to client
UVIT = 34,
-#define SP_UVIT SP::UVIT
// sent to client
UINT = 35,
-#define SP_UINT SP::UINT
// sent to client
UDEX = 36,
-#define SP_UDEX SP::UDEX
// sent to client
ULUK = 37,
-#define SP_ULUK SP::ULUK
// sent to client
ATK1 = 41,
-#define SP_ATK1 SP::ATK1
// sent to client
ATK2 = 42,
-#define SP_ATK2 SP::ATK2
// sent to client
MATK1 = 43,
-#define SP_MATK1 SP::MATK1
// sent to client
MATK2 = 44,
-#define SP_MATK2 SP::MATK2
// sent to client
DEF1 = 45,
-#define SP_DEF1 SP::DEF1
// sent to client
DEF2 = 46,
-#define SP_DEF2 SP::DEF2
// sent to client
MDEF1 = 47,
-#define SP_MDEF1 SP::MDEF1
// sent to client
MDEF2 = 48,
-#define SP_MDEF2 SP::MDEF2
// sent to client
HIT = 49,
-#define SP_HIT SP::HIT
// sent to client
FLEE1 = 50,
-#define SP_FLEE1 SP::FLEE1
// sent to client
FLEE2 = 51,
-#define SP_FLEE2 SP::FLEE2
// sent to client
CRITICAL = 52,
-#define SP_CRITICAL SP::CRITICAL
// sent to client
ASPD = 53,
-#define SP_ASPD SP::ASPD
// sent to client
JOBLEVEL = 55,
-#define SP_JOBLEVEL SP::JOBLEVEL
#if 0
PARTNER = 57,
-#define SP_PARTNER SP::PARTNER
CART = 58,
-#define SP_CART SP::CART
FAME = 59,
-#define SP_FAME SP::FAME
UNBREAKABLE = 60,
-#define SP_UNBREAKABLE SP::UNBREAKABLE
#endif
DEAF = 70,
-#define SP_DEAF SP::DEAF
// sent to client
GM = 500,
-#define SP_GM SP::GM
// sent to client
ATTACKRANGE = 1000,
-#define SP_ATTACKRANGE SP::ATTACKRANGE
#if 0
ATKELE = 1001,
-#define SP_ATKELE SP::ATKELE
#endif
#if 0
DEFELE = 1002,
-#define SP_DEFELE SP::DEFELE
#endif
#if 0
CASTRATE = 1003,
-#define SP_CASTRATE SP::CASTRATE
#endif
MAXHPRATE = 1004,
-#define SP_MAXHPRATE SP::MAXHPRATE
#if 0
MAXSPRATE = 1005,
-#define SP_MAXSPRATE SP::MAXSPRATE
#endif
#if 0
SPRATE = 1006,
-#define SP_SPRATE SP::SPRATE
#endif
#if 0
ADDEFF = 1012,
-#define SP_ADDEFF SP::ADDEFF
#endif
#if 0
RESEFF = 1013,
-#define SP_RESEFF SP::RESEFF
#endif
BASE_ATK = 1014,
-#define SP_BASE_ATK SP::BASE_ATK
ASPD_RATE = 1015,
-#define SP_ASPD_RATE SP::ASPD_RATE
HP_RECOV_RATE = 1016,
-#define SP_HP_RECOV_RATE SP::HP_RECOV_RATE
#if 0
SP_RECOV_RATE = 1017,
-#define SP_SP_RECOV_RATE SP::SP_RECOV_RATE
#endif
#if 0
SPEED_RATE = 1018,
-#define SP_SPEED_RATE SP::SPEED_RATE
#endif
#if 0
CRITICAL_DEF = 1019,
-#define SP_CRITICAL_DEF SP::CRITICAL_DEF
#endif
#if 0
NEAR_ATK_DEF = 1020,
-#define SP_NEAR_ATK_DEF SP::NEAR_ATK_DEF
#endif
#if 0
LONG_ATK_DEF = 1021,
-#define SP_LONG_ATK_DEF SP::LONG_ATK_DEF
#endif
#if 0
DOUBLE_RATE = 1022,
-#define SP_DOUBLE_RATE SP::DOUBLE_RATE
#endif
DOUBLE_ADD_RATE = 1023,
-#define SP_DOUBLE_ADD_RATE SP::DOUBLE_ADD_RATE
#if 0
MATK = 1024,
-#define SP_MATK SP::MATK
#endif
#if 0
MATK_RATE = 1025,
-#define SP_MATK_RATE SP::MATK_RATE
#endif
#if 0
IGNORE_DEF_ELE = 1026,
-#define SP_IGNORE_DEF_ELE SP::IGNORE_DEF_ELE
#endif
#if 0
IGNORE_DEF_RACE = 1027,
-#define SP_IGNORE_DEF_RACE SP::IGNORE_DEF_RACE
#endif
#if 0
ATK_RATE = 1028,
-#define SP_ATK_RATE SP::ATK_RATE
#endif
SPEED_ADDRATE = 1029,
-#define SP_SPEED_ADDRATE SP::SPEED_ADDRATE
#if 0
ASPD_ADDRATE = 1030,
-#define SP_ASPD_ADDRATE SP::ASPD_ADDRATE
#endif
#if 0
MAGIC_ATK_DEF = 1031,
-#define SP_MAGIC_ATK_DEF SP::MAGIC_ATK_DEF
#endif
#if 0
MISC_ATK_DEF = 1032,
-#define SP_MISC_ATK_DEF SP::MISC_ATK_DEF
#endif
#if 0
IGNORE_MDEF_ELE = 1033,
-#define SP_IGNORE_MDEF_ELE SP::IGNORE_MDEF_ELE
#endif
#if 0
IGNORE_MDEF_RACE = 1034,
-#define SP_IGNORE_MDEF_RACE SP::IGNORE_MDEF_RACE
#endif
#if 0
PERFECT_HIT_RATE = 1038,
-#define SP_PERFECT_HIT_RATE SP::PERFECT_HIT_RATE
#endif
#if 0
PERFECT_HIT_ADD_RATE = 1039,
-#define SP_PERFECT_HIT_ADD_RATE SP::PERFECT_HIT_ADD_RATE
#endif
#if 0
CRITICAL_RATE = 1040,
-#define SP_CRITICAL_RATE SP::CRITICAL_RATE
#endif
#if 0
GET_ZENY_NUM = 1041,
-#define SP_GET_ZENY_NUM SP::GET_ZENY_NUM
#endif
#if 0
ADD_GET_ZENY_NUM = 1042,
-#define SP_ADD_GET_ZENY_NUM SP::ADD_GET_ZENY_NUM
#endif
#if 0
ADD_MONSTER_DROP_ITEM = 1047,
-#define SP_ADD_MONSTER_DROP_ITEM SP::ADD_MONSTER_DROP_ITEM
#endif
#if 0
DEF_RATIO_ATK_ELE = 1048,
-#define SP_DEF_RATIO_ATK_ELE SP::DEF_RATIO_ATK_ELE
#endif
#if 0
DEF_RATIO_ATK_RACE = 1049,
-#define SP_DEF_RATIO_ATK_RACE SP::DEF_RATIO_ATK_RACE
#endif
#if 0
ADD_SPEED = 1050,
-#define SP_ADD_SPEED SP::ADD_SPEED
#endif
#if 0
HIT_RATE = 1051,
-#define SP_HIT_RATE SP::HIT_RATE
#endif
#if 0
FLEE_RATE = 1052,
-#define SP_FLEE_RATE SP::FLEE_RATE
#endif
#if 0
FLEE2_RATE = 1053,
-#define SP_FLEE2_RATE SP::FLEE2_RATE
#endif
DEF_RATE = 1054,
-#define SP_DEF_RATE SP::DEF_RATE
DEF2_RATE = 1055,
-#define SP_DEF2_RATE SP::DEF2_RATE
#if 0
MDEF_RATE = 1056,
-#define SP_MDEF_RATE SP::MDEF_RATE
#endif
#if 0
MDEF2_RATE = 1057,
-#define SP_MDEF2_RATE SP::MDEF2_RATE
#endif
#if 0
SPLASH_RANGE = 1058,
-#define SP_SPLASH_RANGE SP::SPLASH_RANGE
#endif
#if 0
SPLASH_ADD_RANGE = 1059,
-#define SP_SPLASH_ADD_RANGE SP::SPLASH_ADD_RANGE
#endif
HP_DRAIN_RATE = 1061,
-#define SP_HP_DRAIN_RATE SP::HP_DRAIN_RATE
#if 0
SP_DRAIN_RATE = 1062,
-#define SP_SP_DRAIN_RATE SP::SP_DRAIN_RATE
#endif
#if 0
SHORT_WEAPON_DAMAGE_RETURN = 1063,
-#define SP_SHORT_WEAPON_DAMAGE_RETURN SP::SHORT_WEAPON_DAMAGE_RETURN
#endif
#if 0
LONG_WEAPON_DAMAGE_RETURN = 1064,
-#define SP_LONG_WEAPON_DAMAGE_RETURN SP::LONG_WEAPON_DAMAGE_RETURN
#endif
#if 0
ADDEFF2 = 1067,
-#define SP_ADDEFF2 SP::ADDEFF2
#endif
BREAK_WEAPON_RATE = 1068,
-#define SP_BREAK_WEAPON_RATE SP::BREAK_WEAPON_RATE
BREAK_ARMOR_RATE = 1069,
-#define SP_BREAK_ARMOR_RATE SP::BREAK_ARMOR_RATE
ADD_STEAL_RATE = 1070,
-#define SP_ADD_STEAL_RATE SP::ADD_STEAL_RATE
MAGIC_DAMAGE_RETURN = 1071,
-#define SP_MAGIC_DAMAGE_RETURN SP::MAGIC_DAMAGE_RETURN
#if 0
RANDOM_ATTACK_INCREASE = 1072,
-#define SP_RANDOM_ATTACK_INCREASE SP::RANDOM_ATTACK_INCREASE
#endif
};
@@ -575,33 +431,19 @@ SP usp_to_sp(SP sp)
enum class LOOK : uint8_t
{
BASE = 0,
-#define LOOK_BASE LOOK::BASE
HAIR = 1,
-#define LOOK_HAIR LOOK::HAIR
WEAPON = 2,
-#define LOOK_WEAPON LOOK::WEAPON
HEAD_BOTTOM = 3,
-#define LOOK_HEAD_BOTTOM LOOK::HEAD_BOTTOM
HEAD_TOP = 4,
-#define LOOK_HEAD_TOP LOOK::HEAD_TOP
HEAD_MID = 5,
-#define LOOK_HEAD_MID LOOK::HEAD_MID
HAIR_COLOR = 6,
-#define LOOK_HAIR_COLOR LOOK::HAIR_COLOR
CLOTHES_COLOR = 7,
-#define LOOK_CLOTHES_COLOR LOOK::CLOTHES_COLOR
SHIELD = 8,
-#define LOOK_SHIELD LOOK::SHIELD
SHOES = 9,
-#define LOOK_SHOES LOOK::SHOES
GLOVES = 10,
-#define LOOK_GLOVES LOOK::GLOVES
CAPE = 11,
-#define LOOK_CAPE LOOK::CAPE
MISC1 = 12,
-#define LOOK_MISC1 LOOK::MISC1
MISC2 = 13,
-#define LOOK_MISC2 LOOK::MISC2
COUNT,
};
@@ -618,9 +460,7 @@ enum class EQUIP
HAT = 6, // also called "head top"
MISC1 = 7,
SHIELD = 8,
-#define EQUIP_SHIELD EQUIP::SHIELD
WEAPON = 9,
-#define EQUIP_WEAPON EQUIP::WEAPON
ARROW = 10,
COUNT = 11,
};
@@ -695,13 +535,10 @@ enum class MobMode : uint16_t
war = CAN_MOVE | AGGRESSIVE | CAN_ATTACK,
SUMMONED = 0x1000,
-#define MOB_MODE_SUMMONED MobMode::SUMMONED
TURNS_AGAINST_BAD_MASTER = 0x2000,
-#define MOB_MODE_TURNS_AGAINST_BAD_MASTER MobMode::TURNS_AGAINST_BAD_MASTER
// mob mode flags that Fate actually understood
SENSIBLE_MASK = 0xf000,
-#define MOB_SENSIBLE_MASK MobMode::SENSIBLE_MASK
};
ENUM_BITWISE_OPERATORS(MobMode)