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68 | #endif |
68 | #endif |
69 | |
69 | |
70 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
70 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
71 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
71 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
72 | |
72 | |
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73 | //TODO: not only use more reasonable values, also enforce them |
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74 | #define MIN_WC -120 |
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75 | #define MAX_WC 120 |
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76 | #define MIN_AC -120 |
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77 | #define MAX_AC 120 |
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78 | #define MIN_DAM 0 |
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79 | #define MAX_DAM 200 |
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80 | |
73 | #define MAX_BUF 1024 |
81 | #define MAX_BUF 1024 |
74 | /* Used for all kinds of things */ |
82 | /* Used for all kinds of things */ |
75 | #define VERY_BIG_BUF 2048 |
83 | #define VERY_BIG_BUF 2048 |
76 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
84 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
77 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
85 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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285 | * misc_object, monster, and spawn_generator |
293 | * misc_object, monster, and spawn_generator |
286 | * types are not used in any archetypes, |
294 | * types are not used in any archetypes, |
287 | * and should perhaps be removed. |
295 | * and should perhaps be removed. |
288 | * |
296 | * |
289 | * Wed Dec 20 13:35:24 CET 2006: |
297 | * Wed Dec 20 13:35:24 CET 2006: |
290 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
298 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
299 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
292 | * renamed WALL to BUILDABLE_WALL. |
300 | * renamed WALL to BUILDABLE_WALL. |
293 | */ |
301 | */ |
294 | |
302 | |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
303 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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444 | |
452 | |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
453 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
454 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
455 | #define FLAG_AUTO_APPLY 18 |
448 | /* Will be applied when created */ |
456 | /* Will be applied when created */ |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
457 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
458 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
459 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
460 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
461 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
462 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
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504 | /* (Monster) can wear armour/shield/helmet */ |
512 | /* (Monster) can wear armour/shield/helmet */ |
505 | #define FLAG_USE_WEAPON 57 |
513 | #define FLAG_USE_WEAPON 57 |
506 | /* (Monster) can wield weapons */ |
514 | /* (Monster) can wield weapons */ |
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
515 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
508 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
516 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
517 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
518 | #define FLAG_XRAYS 61 /* X-ray vision */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
519 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
520 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
513 | |
521 | |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
522 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
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531 | |
539 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
540 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
541 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
543 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
544 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
546 | #define FLAG_MAKE_INVIS 85 |
539 | /* (Item) gives invisibility when applied */ |
547 | /* (Item) gives invisibility when applied */ |
540 | #define FLAG_INV_LOCKED 86 |
548 | #define FLAG_INV_LOCKED 86 |
541 | /* Item will not be dropped from inventory */ |
549 | /* Item will not be dropped from inventory */ |
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595 | |
603 | |
596 | /* If you add new movement types, you may need to update |
604 | /* If you add new movement types, you may need to update |
597 | * describe_item() so properly describe those types. |
605 | * describe_item() so properly describe those types. |
598 | * change_abil() probably should be updated also. |
606 | * change_abil() probably should be updated also. |
599 | */ |
607 | */ |
600 | #define MOVE_WALK 0x1 /* Object walks */ |
608 | #define MOVE_WALK 0x01 /* Object walks */ |
601 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
609 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
602 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
610 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
603 | #define MOVE_FLYING 0x6 |
611 | #define MOVE_FLYING 0x06 |
604 | /* Combo of fly_low and fly_high */ |
612 | /* Combo of fly_low and fly_high */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
613 | #define MOVE_SWIM 0x08 /* Swimming object */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
614 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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615 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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616 | |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
617 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
608 | |
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609 | /* the normal assumption is that objects are walking/flying. |
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610 | * So often we don't want to block movement, but still don't want |
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611 | * to allow all types (swimming is rather specialized) - I also |
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612 | * expect as more movement types show up, this is likely to get |
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613 | * updated. Basically, this is the default for spaces that allow |
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614 | * movement - anything but swimming right now. If you really |
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615 | * want nothing at all, then can always set move_block to 0 |
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616 | */ |
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617 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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618 | |
618 | |
619 | /* typdef here to define type large enough to hold bitmask of |
619 | /* typdef here to define type large enough to hold bitmask of |
620 | * all movement types. Make one declaration so easy to update. |
620 | * all movement types. Make one declaration so easy to update. |
621 | * uint8 is defined yet, so just use what that would define it |
621 | * uint8 is defined yet, so just use what that would define it |
622 | * at anyways. |
622 | * at anyways. |
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769 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
769 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
770 | #define HI4 240 |
770 | #define HI4 240 |
771 | |
771 | |
772 | #define BLANK_FACE_NAME "blank.x11" |
772 | #define BLANK_FACE_NAME "blank.x11" |
773 | #define EMPTY_FACE_NAME "empty.x11" |
773 | #define EMPTY_FACE_NAME "empty.x11" |
774 | #define DARK_FACE1_NAME "dark1.x11" |
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775 | #define DARK_FACE2_NAME "dark2.x11" |
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776 | #define DARK_FACE3_NAME "dark3.x11" |
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777 | |
774 | |
778 | /* |
775 | /* |
779 | * Defines for the luck/random functions to make things more readable |
776 | * Defines for the luck/random functions to make things more readable |
780 | */ |
777 | */ |
781 | |
778 | |