--- deliantra/server/include/define.h 2010/01/03 02:47:14 1.112 +++ deliantra/server/include/define.h 2010/04/02 03:41:24 1.117 @@ -1,9 +1,9 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 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 @@ -51,6 +51,8 @@ #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ +#define MAX_FOOD 999 + //TODO: not only use more reasonable values, also enforce them #define MIN_WC -120 #define MAX_WC 120 @@ -100,8 +102,8 @@ #define POISON 7 #define BOOK 8 #define CLOCK 9 -//10 -//11 +#define VEIN 10 // deliantra: mineral/ore/whatever vein +#define RANGED 11 // deliantra: other range item (skill based) //12 #define ARROW 13 #define BOW 14 @@ -403,8 +405,8 @@ #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ #define FLAG_NO_PICK 8 /* Object can't be picked up */ +#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */ -/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ @@ -700,17 +702,17 @@ enum apply_flag { /* Basic flags/mode, always use one of these */ - AP_TOGGLE = 0, - AP_APPLY = 1, - AP_UNAPPLY = 2, + AP_TOGGLE = 0, + AP_APPLY = 1, + AP_UNAPPLY = 2, - AP_BASIC_FLAGS = 0x0f, + AP_BASIC_FLAGS = 0x0f, /* Optional flags, for bitwise or with a basic flag */ AP_NO_MERGE = 0x10, AP_IGNORE_CURSE = 0x20, - AP_PRINT = 0x40, /* Print what to do, don't actually do it */ - AP_NO_READY = 0x80, // do not ready skill associated with skilltool. + AP_PRINT = 0x40, /* Print what to do, don't actually do it */ + AP_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon }; /* Bitmask values for 'can_apply_object()' return values.