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68 lines
3.5 KiB
C
68 lines
3.5 KiB
C
#pragma once
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// 4J-JEV:
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// All functional potions need bit-13 set.
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#define MASK_REGENERATION 0x2001
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#define MASK_SPEED 0x2002
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#define MASK_FIRE_RESISTANCE 0x2003
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#define MASK_POISON 0x2004
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#define MASK_INSTANTHEALTH 0x2005
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#define MASK_NIGHTVISION 0x2006
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#define MASK_INVISIBILITY 0x200E
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#define MASK_WEAKNESS 0x2008
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#define MASK_STRENGTH 0x2009
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#define MASK_SLOWNESS 0x200A
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#define MASK_INSTANTDAMAGE 0x200C
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#define MASK_WATERBREATHING 0x200F
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#define MASK_JUMPBOOST 0x200B
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// note from fireblade: good luck here
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// if youre adding a new potion, i genuinely hope you know what youre doing
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// i legit had to guess for both waterbreathing and jump boost
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// dont do 0x2007 or 0x200D btw, they show up as 'artless potion' and 'clear potion' resectively
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// i have no idea how this system works besides that, and therefore i wish you the best of luck towards adding new potions in this game
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// george if you happen to be stalking my commit messages again btw please for the love of god figure out how this system works and get back to me accordingly
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#define MASK_TYPE_AWKWARD 0x0010
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#define MASK_SPLASH 0x4000
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#define MASK_BIT13 0x2000
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#define MASK_LEVEL2 0x0020
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#define MASK_EXTENDED 0x0040
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#define MASK_LEVEL2EXTENDED 0x0060
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#define MACRO_POTION_IS_REGENERATION(aux) ((aux & 0x200F) == MASK_REGENERATION)
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#define MACRO_POTION_IS_SPEED(aux) ((aux & 0x200F) == MASK_SPEED)
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#define MACRO_POTION_IS_FIRE_RESISTANCE(aux) ((aux & 0x200F) == MASK_FIRE_RESISTANCE)
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#define MACRO_POTION_IS_INSTANTHEALTH(aux) ((aux & 0x200F) == MASK_INSTANTHEALTH)
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#define MACRO_POTION_IS_NIGHTVISION(aux) ((aux & 0x200F) == MASK_NIGHTVISION)
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#define MACRO_POTION_IS_INVISIBILITY(aux) ((aux & 0x200F) == MASK_INVISIBILITY)
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#define MACRO_POTION_IS_WEAKNESS(aux) ((aux & 0x200F) == MASK_WEAKNESS)
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#define MACRO_POTION_IS_STRENGTH(aux) ((aux & 0x200F) == MASK_STRENGTH)
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#define MACRO_POTION_IS_SLOWNESS(aux) ((aux & 0x200F) == MASK_SLOWNESS)
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#define MACRO_POTION_IS_POISON(aux) ((aux & 0x200F) == MASK_POISON)
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#define MACRO_POTION_IS_INSTANTDAMAGE(aux) ((aux & 0x200F) == MASK_INSTANTDAMAGE)
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#define MACRO_POTION_IS_NIGHTVISION(aux) ((aux & 0x200F) == MASK_NIGHTVISION)
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#define MACRO_POTION_IS_INVISIBILITY(aux) ((aux & 0x200F) == MASK_INVISIBILITY)
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#define MACRO_POTION_IS_WATERBREATHING(aux) ((aux & 0x200F) == MASK_WATERBREATHING)
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#define MACRO_POTION_IS_JUMPBOOST(aux) ((aux & 0x200F) == MASK_JUMPBOOST)
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#define MACRO_POTION_IS_SPLASH(aux) ((aux & MASK_SPLASH) == MASK_SPLASH)
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#define MACRO_POTION_IS_BOTTLE(aux) ((aux & MASK_SPLASH) == 0)
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#define MACRO_POTION_IS_AKWARD(aux) ((aux & MASK_TYPE_AWKWARD) == MASK_TYPE_AWKWARD)
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#define MACRO_POTION_IS_REGULAR(aux) ((aux & (MASK_LEVEL2EXTENDED)) == 0)
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#define MACRO_POTION_IS_LEVEL2(aux) ((aux & (MASK_LEVEL2 )) == MASK_LEVEL2)
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#define MACRO_POTION_IS_EXTENDED(aux) ((aux & (MASK_EXTENDED)) == (MASK_EXTENDED))
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#define MACRO_POTION_IS_LEVEL2EXTENDED(aux) ((aux & (MASK_LEVEL2EXTENDED)) == (MASK_LEVEL2EXTENDED))
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#define MACRO_MAKEPOTION_AUXVAL(potion_type, potion_strength, potion_effect) (potion_type | potion_strength | potion_effect)
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// The potion brewing creates high aux values with redundant high bits, so use this to bring the aux val into ranges that match our macros
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// 4J-JEV: 0x2000 == bit-13; Used to stop netherwart "resetting" functional potions.
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#define NORMALISE_POTION_AUXVAL(aux) (aux & (MASK_BIT13 | MASK_SPLASH | 0xFF)) |