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Comparing deliantra/server/include/define.h (file contents):
Revision 1.117 by root, Fri Apr 2 03:41:24 2010 UTC vs.
Revision 1.120 by root, Sun Apr 4 04:58:46 2010 UTC

66#define MAX_BUF 1024 /* Used for all kinds of things */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
67 67
68#define MAX_NAME 48 68#define MAX_NAME 48
69 69
70#define ATTUNE_REPELL 16 // levels diff for attune/repell 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
71
72//TODO: remove all calls to fatal and replace them by cleanup
73#define OUT_OF_MEMORY 0
74#define MAP_ERROR 1
75#define ARCHTABLE_TOO_SMALL 2 // unused
76#define TOO_MANY_ERRORS 3
77 71
78/* TYPE DEFINES */ 72/* TYPE DEFINES */
79 73
80/* 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,
81 * 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
403#define FLAG_APPLIED 5 /* Object is ready for use by living */ 397#define FLAG_APPLIED 5 /* Object is ready for use by living */
404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
406 400
407#define FLAG_NO_PICK 8 /* Object can't be picked up */ 401#define FLAG_NO_PICK 8 /* Object can't be picked up */
408#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */ 402/*#define FLAG_WALK_ON 9*/
409
410/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
411 404
412#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
413 406
414/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 407/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
592 * slow down the game */ 585 * slow down the game */
593#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 * practical reason to exceed this */ 587 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 588#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */ 589#define LOS_BLOCKED 100 /* fully blocked spaces */
597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
598 MAX_LIGHT_RADII:(xyz)->glow_radius; 591 MAX_LIGHT_RADII : (xyz)->glow_radius;
599// player position in blocked_los code 592// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 593#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 594#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602 595
603 596
697 690
698#define PREFER_HIGH 1 691#define PREFER_HIGH 1
699#define PREFER_LOW 0 692#define PREFER_LOW 0
700 693
701/* Flags for apply_special() */ 694/* Flags for apply_special() */
695GENCONST_IV(AP_)
702enum apply_flag 696enum apply_flag
703{ 697{
704 /* Basic flags/mode, always use one of these */ 698 /* Basic flags/mode, always use one of these */
705 AP_TOGGLE = 0, 699 AP_TOGGLE = 0,
706 AP_APPLY = 1, 700 AP_APPLY = 0x01,
707 AP_UNAPPLY = 2, 701 AP_UNAPPLY = 0x02,
708 702 AP_MODE = 0x03,
709 AP_BASIC_FLAGS = 0x0f,
710 703
711 /* Optional flags, for bitwise or with a basic flag */ 704 /* Optional flags, for bitwise or with a basic flag */
712 AP_NO_MERGE = 0x10, 705 AP_NO_MERGE = 0x10,
713 AP_IGNORE_CURSE = 0x20, 706 AP_IGNORE_CURSE = 0x20,
714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 707 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
715 AP_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon 708 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
716}; 709};
717 710
718/* Bitmask values for 'can_apply_object()' return values. 711/* Bitmask values for 'can_apply_object()' return values.
719 * the CAN_APPLY_ prefix is to just note what function the 712 * the CAN_APPLY_ prefix is to just note what function the
720 * are returned from. 713 * are returned from.
739 * this one can be applied. Think of rings - human is wearing two 732 * this one can be applied. Think of rings - human is wearing two
740 * rings and tries to apply one - there are two possible rings he 733 * rings and tries to apply one - there are two possible rings he
741 * could remove. 734 * could remove.
742 * 735 *
743 */ 736 */
744#define CAN_APPLY_NEVER 0x1 737#define CAN_APPLY_NEVER 0x01
745#define CAN_APPLY_RESTRICTION 0x2 738#define CAN_APPLY_RESTRICTION 0x02
746#define CAN_APPLY_NOT_MASK 0xf 739#define CAN_APPLY_NOT_MASK 0x0f
740
747#define CAN_APPLY_UNAPPLY 0x10 741#define CAN_APPLY_UNAPPLY 0x10
748#define CAN_APPLY_UNAPPLY_MULT 0x20 742#define CAN_APPLY_UNAPPLY_MULT 0x20
749#define CAN_APPLY_UNAPPLY_CHOICE 0x40 743#define CAN_APPLY_UNAPPLY_CHOICE 0x40
750 744
751// Cut off point of when an object is put on the active list or not 745// Cut off point of when an object is put on the active list or not

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