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Comparing deliantra/server/include/define.h (file contents):
Revision 1.105 by root, Thu Oct 15 21:59:48 2009 UTC vs.
Revision 1.118 by root, Sat Apr 3 02:27:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48 45
46#define MAXLEVEL 115 // for treasure calculations only
47
49// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
50#define NAME_LEN 127 49#define NAME_LEN 127
51 50
52#undef MIN
53#undef MAX
54
55#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
56#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
53
54#define MAX_FOOD 999
57 55
58//TODO: not only use more reasonable values, also enforce them 56//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120 57#define MIN_WC -120
60#define MAX_WC 120 58#define MAX_WC 120
61#define MIN_AC -120 59#define MIN_AC -120
102#define POTION 5 100#define POTION 5
103#define FOOD 6 101#define FOOD 6
104#define POISON 7 102#define POISON 7
105#define BOOK 8 103#define BOOK 8
106#define CLOCK 9 104#define CLOCK 9
107//10 105#define VEIN 10 // deliantra: mineral/ore/whatever vein
108//11 106#define RANGED 11 // deliantra: other range item (skill based)
109//12 107//12
110#define ARROW 13 108#define ARROW 13
111#define BOW 14 109#define BOW 14
112#define WEAPON 15 110#define WEAPON 15
113#define ARMOUR 16 111#define ARMOUR 16
395#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 393#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
396#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 394#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
397 395
398/* the flags */ 396/* the flags */
399 397
400#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 398#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
401#define FLAG_WIZ 1 /* Object has special privilegies */ 399#define FLAG_WIZ 1 /* Object has special privilegies */
402#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 400#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
403#define FLAG_FREED 3 /* Object is in the list of free objects */ 401#define FLAG_FREED 3 /* Object is in the list of free objects */
404#define FLAG_WIZLOOK 4 /* disable los and lighting */ 402#define FLAG_WIZLOOK 4 /* disable los and lighting */
405#define FLAG_APPLIED 5 /* Object is ready for use by living */ 403#define FLAG_APPLIED 5 /* Object is ready for use by living */
406#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
407#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
408 406
409#define FLAG_NO_PICK 8 /* Object can't be picked up */ 407#define FLAG_NO_PICK 8 /* Object can't be picked up */
410 408#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */
411/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 409
412/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 410/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
413 411
414#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 412#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
415 413
416/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 414/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
417/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 415/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
418#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 416#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
419 417
420#define FLAG_MONSTER 14 /* Will attack players */ 418#define FLAG_MONSTER 14 /* Will attack players */
421#define FLAG_FRIENDLY 15 /* Will help players */ 419#define FLAG_FRIENDLY 15 /* Will help players */
422#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 420#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
423#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 421#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
424#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 422#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
425#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 423#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
426#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 424#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
427#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 425#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
428#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 426#define FLAG_CAN_ROLL 22 /* Object can be rolled */
429#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 427#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
430#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 428#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
431 429
432/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 430/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
433/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 431/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
434/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 432/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
435 433
436#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 434#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
437#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 435#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
438#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 436#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
439#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 437#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
440#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 438#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
441#define FLAG_HITBACK 33 /* Object will hit back when hit */ 439#define FLAG_HITBACK 33 /* Object will hit back when hit */
442#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 440#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
443#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 441#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
444#define FLAG_UNDEAD 36 /* Monster is undead */ 442#define FLAG_UNDEAD 36 /* Monster is undead */
445#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 443#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
446#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 444#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
447#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 445#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
448#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 446#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
449 447
450#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 448#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
451#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 449//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
452#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 450#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
453#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 451#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
454#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 452#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
455 but can still attack at a distance */ 453 but can still attack at a distance */
456 454
457/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 455/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
458 thru this object as if it wasn't there */ 456 thru this object as if it wasn't there */
459/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 457/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
460 458
461#define FLAG_PICK_UP 48 /* Can pick up */ 459#define FLAG_PICK_UP 48 /* Can pick up */
462#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 460#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
463#define FLAG_NO_DROP 50 /* Object can't be dropped */ 461#define FLAG_NO_DROP 50 /* Object can't be dropped */
464#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 462#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
465 463
466#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 464#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
467#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 465#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
468#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 466#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
469#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 467#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
470#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 468#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
471#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 469#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
472#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 470#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
473#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 471#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
474#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 472#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
475 473
476#define FLAG_XRAYS 61 /* X-ray vision */ 474#define FLAG_XRAYS 61 /* X-ray vision */
477#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 475#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
478#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 476#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
479 477
480#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 478#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
481#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 479#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
482#define FLAG_SLEEP 66 /* NPC is sleeping */ 480#define FLAG_SLEEP 66 /* NPC is sleeping */
483#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 481#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
484#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 482#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
485#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 483#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
486#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 484#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
487#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 485#define FLAG_STEALTH 71 /* Will wake monsters with less range */
488 486
489#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 487#define FLAG_WIZPASS 72 /* The wizard can go through walls */
490#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 488#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
491#define FLAG_CURSED 74 /* The object is cursed */ 489#define FLAG_CURSED 74 /* The object is cursed */
492#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 490#define FLAG_DAMNED 75 /* The object is _very_ cursed */
493#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 491#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
494#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 492#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
495#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 493#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
496#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 494#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
497 495
498#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 496#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
499#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 497#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
500#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 498#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
501 499
502#define FLAG_PRECIOUS 83 // object is precious (pets) 500#define FLAG_PRECIOUS 83 // object is precious (pets)
503#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 501#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
504#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 502#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
505#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 503#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
506 504
507#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 505#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
508#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 506#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
509#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 507#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
510#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 508#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
511#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 509#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
512#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 510#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
513#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 511#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
514#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 512#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
515 513
516/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 514/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
517 515
518#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 516#define FLAG_NO_STEAL 96 /* Item can't be stolen */
519#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 517#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
520 * away (replaces ghosthit) 518 * away (replaces ghosthit)
521 */ 519 */
522#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 520#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
523 521
524#define FLAG_BERSERK 99 /* monster will attack closest living 522#define FLAG_BERSERK 99 /* monster will attack closest living
525 object */ 523 object */
526#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 524#define FLAG_NEUTRAL 100 /* monster is from type neutral */
527#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 525#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
528#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 526#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
529#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 527#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
530 * load_original_map() */ 528 * load_original_map() */
531//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 529#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
532// * the overlay, and is not subject to
533// * decay. */
534#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 530#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
535#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 531#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
536#define FLAG_IS_WATER 107 532#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
537#define FLAG_CONTENT_ON_GEN 108 533#define FLAG_CONTENT_ON_GEN 108
538#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 534#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
539#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 535#define FLAG_IS_BUILDABLE 110 /* Can build on item */
540#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 536#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
541#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 537#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
542 538
543#define NUM_FLAGS 113 /* Should always be equal to the last 539#define NUM_FLAGS 113 /* Should always be equal to the last
544 * defined flag + 1. If you change this, 540 * defined flag + 1. If you change this,
545 * make sure you update the flag_links 541 * make sure you update the flag_links
546 * in common/loader.l 542 * in common/loader.l
547 */ 543 */
548 544
549/* If you add new movement types, you may need to update 545/* If you add new movement types, you may need to update
550 * describe_item() so properly describe those types. 546 * describe_item() so properly describe those types.
551 * change_abil() probably should be updated also. 547 * change_abil() probably should be updated also.
552 */ 548 */
704 700
705/* Flags for apply_special() */ 701/* Flags for apply_special() */
706enum apply_flag 702enum apply_flag
707{ 703{
708 /* Basic flags/mode, always use one of these */ 704 /* Basic flags/mode, always use one of these */
709 AP_TOGGLE = 0, 705 AP_TOGGLE = 0,
710 AP_APPLY = 1, 706 AP_APPLY = 0x01,
711 AP_UNAPPLY = 2, 707 AP_UNAPPLY = 0x02,
712 708 AP_MODE = 0x03,
713 AP_BASIC_FLAGS = 0x0f,
714 709
715 /* Optional flags, for bitwise or with a basic flag */ 710 /* Optional flags, for bitwise or with a basic flag */
716 AP_NO_MERGE = 0x10, 711 AP_NO_MERGE = 0x10,
717 AP_IGNORE_CURSE = 0x20, 712 AP_IGNORE_CURSE = 0x20,
718 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 713 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
719 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 714 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
720}; 715};
721 716
722/* Bitmask values for 'can_apply_object()' return values. 717/* Bitmask values for 'can_apply_object()' return values.
723 * the CAN_APPLY_ prefix is to just note what function the 718 * the CAN_APPLY_ prefix is to just note what function the
724 * are returned from. 719 * are returned from.
743 * this one can be applied. Think of rings - human is wearing two 738 * this one can be applied. Think of rings - human is wearing two
744 * rings and tries to apply one - there are two possible rings he 739 * rings and tries to apply one - there are two possible rings he
745 * could remove. 740 * could remove.
746 * 741 *
747 */ 742 */
748#define CAN_APPLY_NEVER 0x1 743#define CAN_APPLY_NEVER 0x01
749#define CAN_APPLY_RESTRICTION 0x2 744#define CAN_APPLY_RESTRICTION 0x02
750#define CAN_APPLY_NOT_MASK 0xf 745#define CAN_APPLY_NOT_MASK 0x0f
746
751#define CAN_APPLY_UNAPPLY 0x10 747#define CAN_APPLY_UNAPPLY 0x10
752#define CAN_APPLY_UNAPPLY_MULT 0x20 748#define CAN_APPLY_UNAPPLY_MULT 0x20
753#define CAN_APPLY_UNAPPLY_CHOICE 0x40 749#define CAN_APPLY_UNAPPLY_CHOICE 0x40
754 750
755// Cut off point of when an object is put on the active list or not 751// Cut off point of when an object is put on the active list or not
756// we use 2**-n because that can be represented exactly 752// we use 2**-n because that can be represented exactly
757// also make sure that this is a float, not double, constant 753// also make sure that this is a float, not double, constant
758#define MIN_ACTIVE_SPEED (1.f / 65536.f) 754#define MIN_ACTIVE_SPEED (1.f / 65536.f)
755
756/* have mercy on players and guarantee a somewhat higher speed */
757#define MIN_PLAYER_SPEED 0.04f
759 758
760/* 759/*
761 * Warning! 760 * Warning!
762 * If you add message types here, don't forget 761 * If you add message types here, don't forget
763 * to keep the client up to date too! 762 * to keep the client up to date too!

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