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()... */ |
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43 | #define FABS(x) fabs (x) |
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44 | |
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45 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
46 | # include <sys/param.h> |
43 | # include <sys/param.h> |
47 | #endif |
44 | #endif |
48 | |
45 | |
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46 | #define MAXLEVEL 115 // for treasure calculations only |
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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 |
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53 | #undef MAX |
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54 | |
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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 */ |
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53 | |
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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 |
… | |
… | |
69 | |
67 | |
70 | #define MAX_NAME 48 |
68 | #define MAX_NAME 48 |
71 | |
69 | |
72 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
70 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
73 | |
71 | |
74 | //TODO: remove all calls to fatal and replace them by cleanup |
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75 | #define OUT_OF_MEMORY 0 |
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76 | #define MAP_ERROR 1 |
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77 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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78 | #define TOO_MANY_ERRORS 3 |
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79 | |
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80 | /* TYPE DEFINES */ |
72 | /* TYPE DEFINES */ |
81 | |
73 | |
82 | /* Only add new values to this list if somewhere in the program code, |
74 | /* Only add new values to this list if somewhere in the program code, |
83 | * it is actually needed. Just because you add a new monster does not |
75 | * it is actually needed. Just because you add a new monster does not |
84 | * mean it has to have a type defined here. That only needs to happen |
76 | * mean it has to have a type defined here. That only needs to happen |
… | |
… | |
102 | #define POTION 5 |
94 | #define POTION 5 |
103 | #define FOOD 6 |
95 | #define FOOD 6 |
104 | #define POISON 7 |
96 | #define POISON 7 |
105 | #define BOOK 8 |
97 | #define BOOK 8 |
106 | #define CLOCK 9 |
98 | #define CLOCK 9 |
107 | //10 |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
108 | //11 |
100 | #define RANGED 11 // deliantra: other range item (skill based) |
109 | //12 |
101 | //12 |
110 | #define ARROW 13 |
102 | #define ARROW 13 |
111 | #define BOW 14 |
103 | #define BOW 14 |
112 | #define WEAPON 15 |
104 | #define WEAPON 15 |
113 | #define ARMOUR 16 |
105 | #define ARMOUR 16 |
… | |
… | |
183 | #define EXIT 66 |
175 | #define EXIT 66 |
184 | #define ENCOUNTER 67 |
176 | #define ENCOUNTER 67 |
185 | #define SHOP_FLOOR 68 |
177 | #define SHOP_FLOOR 68 |
186 | #define SHOP_MAT 69 |
178 | #define SHOP_MAT 69 |
187 | #define RING 70 |
179 | #define RING 70 |
188 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
180 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
189 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
181 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
190 | #define INORGANIC 73 /* metals and minerals */ |
182 | #define INORGANIC 73 /* metals and minerals */ |
191 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
183 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
192 | #define LIGHTER 75 |
184 | #define LIGHTER 75 |
193 | //76 |
185 | //76 |
… | |
… | |
212 | #define GATE 91 |
204 | #define GATE 91 |
213 | #define BUTTON 92 |
205 | #define BUTTON 92 |
214 | #define T_HANDLE 93 |
206 | #define T_HANDLE 93 |
215 | #define HOLE 94 |
207 | #define HOLE 94 |
216 | #define TRAPDOOR 95 |
208 | #define TRAPDOOR 95 |
217 | //96 |
209 | #define RUNE 96 |
218 | //97 |
210 | #define TRAP 97 |
219 | #define SIGN 98 |
211 | #define SIGN 98 |
220 | #define BOOTS 99 |
212 | #define BOOTS 99 |
221 | #define GLOVES 100 |
213 | #define GLOVES 100 |
222 | #define SPELL 101 |
214 | #define SPELL 101 |
223 | #define SPELL_EFFECT 102 |
215 | #define SPELL_EFFECT 102 |
224 | #define CONVERTER 103 |
216 | #define CONVERTER 103 |
225 | #define BRACERS 104 |
217 | #define BRACERS 104 |
226 | #define POISONING 105 |
218 | #define POISONING 105 |
227 | #define SAVEBED 106 |
219 | #define SAVEBED 106 |
228 | //107 |
220 | #define DISEASE 107 |
229 | //108 |
221 | //108 |
230 | #define WAND 109 |
222 | #define WAND 109 |
231 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
223 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
232 | #define SCROLL 111 |
224 | #define SCROLL 111 |
233 | #define DIRECTOR 112 |
225 | #define DIRECTOR 112 |
… | |
… | |
270 | //149 |
262 | //149 |
271 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
263 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
272 | //151 |
264 | //151 |
273 | //152 |
265 | //152 |
274 | //153 |
266 | //153 |
275 | #define RUNE 154 |
267 | //154 |
276 | #define TRAP 155 |
268 | //155 |
277 | #define POWER_CRYSTAL 156 |
269 | #define POWER_CRYSTAL 156 |
278 | #define CORPSE 157 |
270 | #define CORPSE 157 |
279 | #define DISEASE 158 |
271 | //158 |
280 | #define SYMPTOM 159 |
272 | #define SYMPTOM 159 |
281 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
273 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
282 | #define MATERIAL 161 /* Material for building */ |
274 | #define MATERIAL 161 /* Material for building */ |
283 | //162 |
275 | //162 |
284 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
… | |
… | |
287 | potions, alchemy, or magic works here (elmex) */ |
279 | potions, alchemy, or magic works here (elmex) */ |
288 | |
280 | |
289 | #define NUM_TYPES 166 // must be max(type) + 1 |
281 | #define NUM_TYPES 166 // must be max(type) + 1 |
290 | |
282 | |
291 | /* END TYPE DEFINE */ |
283 | /* END TYPE DEFINE */ |
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284 | |
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285 | typedef std::bitset<NUM_TYPES> typeset; |
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286 | |
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287 | /* These are the items that currently can change digestion, regeneration, |
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288 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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289 | * list, but other items store other info into stats array. |
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290 | * As a special exception, bows use stats.sp for their own purposes. |
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291 | */ |
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292 | static const struct digest_types : typeset |
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293 | { |
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294 | digest_types () |
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295 | { |
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296 | set (WEAPON); |
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297 | set (BOW); |
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298 | set (ARMOUR); |
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299 | set (HELMET); |
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300 | set (SHIELD); |
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301 | set (RING); |
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302 | set (BOOTS); |
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303 | set (GLOVES); |
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304 | set (AMULET); |
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305 | set (GIRDLE); |
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306 | set (BRACERS); |
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307 | set (CLOAK); |
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308 | set (DISEASE); |
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309 | set (FORCE); |
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310 | set (SKILL); |
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311 | } |
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312 | } digest_types; |
292 | |
313 | |
293 | // maximum supported subtype number + 1, can be increased to 256 |
314 | // maximum supported subtype number + 1, can be increased to 256 |
294 | // currently (2007-09) in use: 50 |
315 | // currently (2007-09) in use: 50 |
295 | #define NUM_SUBTYPES 64 |
316 | #define NUM_SUBTYPES 64 |
296 | |
317 | |
… | |
… | |
395 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
416 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
396 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
417 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
397 | |
418 | |
398 | /* the flags */ |
419 | /* the flags */ |
399 | |
420 | |
400 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
421 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
401 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
422 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
402 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
423 | #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 */ |
424 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
404 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
425 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
405 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
426 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
406 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
427 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
407 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
428 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
408 | |
429 | |
409 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
430 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
410 | |
431 | /*#define FLAG_WALK_ON 9*/ |
411 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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412 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
432 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
413 | |
433 | |
414 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
434 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
415 | |
435 | |
416 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
436 | /*#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) */ |
437 | /*#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? */ |
438 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
419 | |
439 | |
420 | #define FLAG_MONSTER 14 /* Will attack players */ |
440 | #define FLAG_MONSTER 14 /* Will attack players */ |
421 | #define FLAG_FRIENDLY 15 /* Will help players */ |
441 | #define FLAG_FRIENDLY 15 /* Will help players */ |
422 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
442 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
423 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
443 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
424 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
444 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
425 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
445 | #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. */ |
446 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
427 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
447 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
428 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
448 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
429 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
449 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
430 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
450 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
431 | |
451 | |
432 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
452 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
433 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
453 | /*#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 */ |
454 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
435 | |
455 | |
436 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
456 | #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 */ |
457 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
438 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
458 | #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 */ |
459 | #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 */ |
460 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
441 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
461 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
442 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
462 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
443 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
463 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
444 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
464 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
445 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
465 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
446 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
466 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
447 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
467 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
448 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
468 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
449 | |
469 | |
450 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
470 | #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 */ |
471 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
452 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
472 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
453 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
473 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
454 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
474 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
455 | but can still attack at a distance */ |
475 | but can still attack at a distance */ |
456 | |
476 | |
457 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
477 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
458 | thru this object as if it wasn't there */ |
478 | thru this object as if it wasn't there */ |
459 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
479 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
460 | |
480 | |
461 | #define FLAG_PICK_UP 48 /* Can pick up */ |
481 | #define FLAG_PICK_UP 48 /* Can pick up */ |
462 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
482 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
463 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
483 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
464 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
484 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
465 | |
485 | |
466 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
486 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
467 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
487 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
468 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
488 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
469 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
489 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
470 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
490 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
471 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
491 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
472 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
492 | #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) */ |
493 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
474 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
494 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
475 | |
495 | |
476 | #define FLAG_XRAYS 61 /* X-ray vision */ |
496 | #define FLAG_XRAYS 61 /* X-ray vision */ |
477 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
497 | #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 */ |
498 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
479 | |
499 | |
480 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
500 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
481 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
501 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
482 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
502 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
483 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
503 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
484 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
504 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
485 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
505 | #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 */ |
506 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
487 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
507 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
488 | |
508 | |
489 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
509 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
490 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
510 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
491 | #define FLAG_CURSED 74 /* The object is cursed */ |
511 | #define FLAG_CURSED 74 /* The object is cursed */ |
492 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
512 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
493 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
513 | #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 */ |
514 | #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 */ |
515 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
496 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
516 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
497 | |
517 | |
498 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
518 | #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 */ |
519 | #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 */ |
520 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
501 | |
521 | |
502 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
522 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
503 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
523 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
504 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
524 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
505 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
525 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
506 | |
526 | |
507 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
527 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
508 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
528 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
509 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
529 | #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 */ |
530 | #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 */ |
531 | #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) */ |
532 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
513 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
533 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
514 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
534 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
515 | |
535 | |
516 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
536 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
517 | |
537 | |
518 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
538 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
519 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
539 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
520 | * away (replaces ghosthit) |
540 | * away (replaces ghosthit) |
521 | */ |
541 | */ |
522 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
542 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
523 | |
543 | |
524 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
525 | object */ |
545 | object */ |
526 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
527 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
528 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
529 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
530 | * load_original_map() */ |
550 | * load_original_map() */ |
531 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | #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' */ |
552 | #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' */ |
553 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
536 | #define FLAG_IS_WATER 107 |
554 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
537 | #define FLAG_CONTENT_ON_GEN 108 |
555 | #define FLAG_CONTENT_ON_GEN 108 |
538 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
556 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
539 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
557 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
540 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
558 | #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 |
559 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
542 | |
560 | |
543 | #define NUM_FLAGS 113 /* Should always be equal to the last |
561 | #define NUM_FLAGS 113 /* Should always be equal to the last |
544 | * defined flag + 1. If you change this, |
562 | * defined flag + 1. If you change this, |
545 | * make sure you update the flag_links |
563 | * make sure you update the flag_links |
546 | * in common/loader.l |
564 | * in common/loader.l |
547 | */ |
565 | */ |
548 | |
566 | |
549 | /* If you add new movement types, you may need to update |
567 | /* If you add new movement types, you may need to update |
550 | * describe_item() so properly describe those types. |
568 | * describe_item() so properly describe those types. |
551 | * change_abil() probably should be updated also. |
569 | * change_abil() probably should be updated also. |
552 | */ |
570 | */ |
… | |
… | |
596 | * slow down the game */ |
614 | * slow down the game */ |
597 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
615 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
598 | * practical reason to exceed this */ |
616 | * practical reason to exceed this */ |
599 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
617 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
600 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
618 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
601 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
619 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
602 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
620 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
603 | // player position in blocked_los code |
621 | // player position in blocked_los code |
604 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
622 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
605 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
623 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
606 | |
624 | |
607 | |
625 | |
… | |
… | |
704 | |
722 | |
705 | /* Flags for apply_special() */ |
723 | /* Flags for apply_special() */ |
706 | enum apply_flag |
724 | enum apply_flag |
707 | { |
725 | { |
708 | /* Basic flags/mode, always use one of these */ |
726 | /* Basic flags/mode, always use one of these */ |
709 | AP_TOGGLE = 0, |
727 | AP_TOGGLE = 0, |
710 | AP_APPLY = 1, |
728 | AP_APPLY = 0x01, |
711 | AP_UNAPPLY = 2, |
729 | AP_UNAPPLY = 0x02, |
712 | |
730 | AP_MODE = 0x03, |
713 | AP_BASIC_FLAGS = 0x0f, |
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|
714 | |
731 | |
715 | /* Optional flags, for bitwise or with a basic flag */ |
732 | /* Optional flags, for bitwise or with a basic flag */ |
716 | AP_NO_MERGE = 0x10, |
733 | AP_NO_MERGE = 0x10, |
717 | AP_IGNORE_CURSE = 0x20, |
734 | AP_IGNORE_CURSE = 0x20, |
718 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
735 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
719 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
736 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
720 | }; |
737 | }; |
721 | |
738 | |
722 | /* Bitmask values for 'can_apply_object()' return values. |
739 | /* Bitmask values for 'can_apply_object()' return values. |
723 | * the CAN_APPLY_ prefix is to just note what function the |
740 | * the CAN_APPLY_ prefix is to just note what function the |
724 | * are returned from. |
741 | * are returned from. |
… | |
… | |
743 | * this one can be applied. Think of rings - human is wearing two |
760 | * 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 |
761 | * rings and tries to apply one - there are two possible rings he |
745 | * could remove. |
762 | * could remove. |
746 | * |
763 | * |
747 | */ |
764 | */ |
748 | #define CAN_APPLY_NEVER 0x1 |
765 | #define CAN_APPLY_NEVER 0x01 |
749 | #define CAN_APPLY_RESTRICTION 0x2 |
766 | #define CAN_APPLY_RESTRICTION 0x02 |
750 | #define CAN_APPLY_NOT_MASK 0xf |
767 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
768 | |
751 | #define CAN_APPLY_UNAPPLY 0x10 |
769 | #define CAN_APPLY_UNAPPLY 0x10 |
752 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
770 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
753 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
771 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
754 | |
772 | |
755 | // Cut off point of when an object is put on the active list or not |
773 | // 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 |
774 | // we use 2**-n because that can be represented exactly |
757 | // also make sure that this is a float, not double, constant |
775 | // also make sure that this is a float, not double, constant |
758 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
776 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
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|
777 | |
|
|
778 | /* have mercy on players and guarantee a somewhat higher speed */ |
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|
779 | #define MIN_PLAYER_SPEED 0.04f |
759 | |
780 | |
760 | /* |
781 | /* |
761 | * Warning! |
782 | * Warning! |
762 | * If you add message types here, don't forget |
783 | * If you add message types here, don't forget |
763 | * to keep the client up to date too! |
784 | * to keep the client up to date too! |