--- deliantra/server/include/define.h 2010/04/08 22:28:29 1.125 +++ deliantra/server/include/define.h 2010/04/14 02:31:24 1.130 @@ -98,7 +98,7 @@ #define CLOCK 9 #define VEIN 10 // deliantra: mineral/ore/whatever vein #define RANGED 11 // deliantra: other range item (skill based) -//12 +#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ #define ARROW 13 #define BOW 14 #define WEAPON 15 @@ -130,10 +130,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ -//44 +#define IDENTIFY_ALTAR 44 #define EARTHWALL 45 #define GOLEM 46 -//47 +#define DEEP_SWAMP 47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -158,7 +158,7 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 -//61 +#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ @@ -198,8 +198,9 @@ #define SPELLBOOK 85 //86 #define CLOAK 87 -//88 -//89 +#define MAPSCRIPT 88 /* A perl-scripted connectable */ +#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ #define SPINNER 90 #define GATE 91 #define BUTTON 92 @@ -218,7 +219,7 @@ #define POISONING 105 #define SAVEBED 106 #define DISEASE 107 -//108 +#define SYMPTOM 108 #define WAND 109 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 @@ -227,58 +228,18 @@ #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ -//117 -//118 -//119 +#define ITEM_TRANSFORMER 117 /* Transforming one item with another */ +#define POWER_CRYSTAL 118 +#define CORPSE 119 //120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 -//125 -//126 -//127 -//128 -//129 -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ -//131 -//132 -//133 -//134 -//135 -//136 -//137 -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -//140 -//141 -//142 -//143 -//144 -//145 -//146 -//147 -//148 -//149 -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -//151 -//152 -//153 -//154 -//155 -#define POWER_CRYSTAL 156 -#define CORPSE 157 -//158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161 /* Material for building */ -//162 -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -#define MAPSCRIPT 164 /* A perl-scripted connectable */ -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ +#define BUILDER 125 /* Generic item builder, see subtypes */ +#define MATERIAL 126 /* Material for building */ -#define NUM_TYPES 166 // must be max(type) + 1 +#define NUM_TYPES 127 // must be max(type) + 1 /* END TYPE DEFINE */ @@ -411,11 +372,6 @@ * common/loader.C is updated. */ -/* Basic routines to do above */ -#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 -#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 -#define QUERY_FLAG(obj, flg) (obj)->flag [flg] - /* the flags */ #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ @@ -426,17 +382,13 @@ #define FLAG_APPLIED 5 /* Object is ready for use by living */ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ - #define FLAG_NO_PICK 8 /* Object can't be picked up */ /*#define FLAG_WALK_ON 9*/ /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ - #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ @@ -448,11 +400,9 @@ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ @@ -466,23 +416,19 @@ #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ - #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ thru this object as if it wasn't there */ /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ - #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ #define FLAG_NO_DROP 50 /* Object can't be dropped */ #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ - #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ @@ -492,11 +438,9 @@ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ - #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ @@ -505,7 +449,6 @@ #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ #define FLAG_STEALTH 71 /* Will wake monsters with less range */ - #define FLAG_WIZPASS 72 /* The wizard can go through walls */ #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ #define FLAG_CURSED 74 /* The object is cursed */ @@ -514,16 +457,13 @@ #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ - #define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ - #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ @@ -532,9 +472,7 @@ #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) @@ -571,12 +509,11 @@ #define MOVE_WALK 0x01 /* Object walks */ #define MOVE_FLY_LOW 0x02 /* Low flying object */ #define MOVE_FLY_HIGH 0x04 /* High flying object */ -#define MOVE_FLYING 0x06 - /* Combo of fly_low and fly_high */ #define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_SHIP 0x20 /* boats suitable for oceans */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ #define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of @@ -710,8 +647,9 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -#define BLANK_FACE_NAME "blank.x11" -#define EMPTY_FACE_NAME "empty.x11" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" +#define MAGICMOUTH_FACE_NAME "magicmouth.x11" /* * Defines for the luck/random functions to make things more readable @@ -772,7 +710,9 @@ // Cut off point of when an object is put on the active list or not // we use 2**-n because that can be represented exactly -// also make sure that this is a float, not double, constant +// also make sure that this is a float, not double, constant. +// some areas in the server divide by this value, so +// to avoid integer overflows it should not be much lower. #define MIN_ACTIVE_SPEED (1.f / 65536.f) /* have mercy on players and guarantee a somewhat higher speed */