--- deliantra/server/include/define.h 2010/04/10 04:42:44 1.127 +++ deliantra/server/include/define.h 2018/12/05 19:31:26 1.146 @@ -1,24 +1,25 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -43,7 +44,8 @@ # include #endif -#define MAXLEVEL 115 // for treasure calculations only +#define MAXNUMLEVELS 256 // maximum number of levels possible +#define MAXLEVEL_TREASURE 115 // for treasure calculations only // maximum length of an object name in the protocol #define NAME_LEN 127 @@ -63,7 +65,7 @@ #define MIN_DIGESTION -35 #define MAX_DIGESTION 70 -#define MAX_BUF 1024 /* Used for all kinds of things */ +#define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */ #define MAX_NAME 48 @@ -111,7 +113,7 @@ #define MAP 22 #define DOOR 23 #define KEY 24 -//25 +#define PHYSICS 25 // deliantra: "things that move" #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -162,7 +164,7 @@ #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* +#define MOOD_FLOOR 65 /* * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive @@ -247,7 +249,7 @@ /* These are the items that currently can change digestion, regeneration, * spell point recovery and mana point recovery. Seems sort of an arbitary - * list, but other items store other info into stats array. + * list, but other items store other info into stats array. * As a special exception, bows use stats.sp for their own purposes. */ static const struct digest_types : typeset @@ -284,6 +286,7 @@ #define ST_MAT_FLOOR 1 /* Floor */ #define ST_MAT_WALL 2 /* Wall */ #define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_QUAD 4 /* Quad build material */ /* definitions for weapontypes */ @@ -355,8 +358,8 @@ /* Instead of using arbitrary constants for indexing the * freearr, add these values. <= SIZEOFFREE1 will get you - * within 1 space. <= SIZEOFFREE2 wll get you withing - * 2 spaces, and the entire array (< SIZEOFFREE) is + * within 1 space. <= SIZEOFFREE2 wll get you withing + * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ #define SIZEOFFREE0 0 @@ -367,16 +370,11 @@ #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ -/* +/* * If any FLAG's are added or changed, make sure the flag_names structure in * 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) */ @@ -387,17 +385,13 @@ #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_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on /*#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 */ @@ -409,11 +403,9 @@ #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) */ @@ -427,23 +419,19 @@ #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 */ @@ -453,11 +441,9 @@ #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 */ @@ -466,7 +452,6 @@ #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 */ @@ -475,16 +460,13 @@ #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 */ @@ -493,9 +475,7 @@ #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) @@ -513,16 +493,20 @@ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ -#define FLAG_CONTENT_ON_GEN 108 +#define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map - -#define NUM_FLAGS 113 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l +#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item + * (for the quads world for instance) + */ + +// temporary assignments +#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation + +#define NUM_FLAGS 115 /* Should always be equal to the last + * defined flag + 1. */ /* If you add new movement types, you may need to update @@ -532,12 +516,11 @@ #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 @@ -555,7 +538,7 @@ * on the 'type' move_block parameter * Add check - if type is 0, don't stop anything from moving * onto it. - * + * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ ((type) && (ob1->move_type & type) == ob1->move_type) @@ -593,8 +576,8 @@ #define F_APPROX 32 /* flag to give a guess of item value */ #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ -#define DIRX(xyz) freearr_x[(xyz)->direction] -#define DIRY(xyz) freearr_y[(xyz)->direction] +#define DIRX(xyz) freearr_x[(xyz)] +#define DIRY(xyz) freearr_y[(xyz)] #define ARMOUR_SPEED(xyz) (xyz)->last_sp #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour @@ -671,8 +654,9 @@ #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