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Comparing deliantra/server/include/define.h (file contents):
Revision 1.119 by root, Sun Apr 4 04:10:47 2010 UTC vs.
Revision 1.130 by root, Wed Apr 14 02:31:24 2010 UTC

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 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
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
82 * 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 POISON 7 96#define POISON 7
103#define BOOK 8 97#define BOOK 8
104#define CLOCK 9 98#define CLOCK 9
105#define VEIN 10 // deliantra: mineral/ore/whatever vein 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
106#define RANGED 11 // deliantra: other range item (skill based) 100#define RANGED 11 // deliantra: other range item (skill based)
107//12 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
108#define ARROW 13 102#define ARROW 13
109#define BOW 14 103#define BOW 14
110#define WEAPON 15 104#define WEAPON 15
111#define ARMOUR 16 105#define ARMOUR 16
112#define PEDESTAL 17 106#define PEDESTAL 17
134#define AMULET 39 128#define AMULET 39
135#define PLAYERMOVER 40 129#define PLAYERMOVER 40
136#define TELEPORTER 41 130#define TELEPORTER 41
137#define CREATOR 42 131#define CREATOR 42
138#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
139//44 133#define IDENTIFY_ALTAR 44
140#define EARTHWALL 45 134#define EARTHWALL 45
141#define GOLEM 46 135#define GOLEM 46
142//47 136#define DEEP_SWAMP 47
143#define THROWN_OBJ 48 137#define THROWN_OBJ 48
144#define BLINDNESS 49 138#define BLINDNESS 49
145#define GOD 50 139#define GOD 50
146#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
147 * which notices the presense of 141 * which notices the presense of
162 156
163#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
164 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
165 */ 159 */
166#define GEM 60 160#define GEM 60
167//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
168#define FIREWALL 62 162#define FIREWALL 62
169#define ANVIL 63 163#define ANVIL 63
170#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
171#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
172 * values of last_sp set how to change: 166 * values of last_sp set how to change:
181#define EXIT 66 175#define EXIT 66
182#define ENCOUNTER 67 176#define ENCOUNTER 67
183#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
184#define SHOP_MAT 69 178#define SHOP_MAT 69
185#define RING 70 179#define RING 70
186#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
187#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
188#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
189#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
190#define LIGHTER 75 184#define LIGHTER 75
191//76 185//76
202#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
203//84 197//84
204#define SPELLBOOK 85 198#define SPELLBOOK 85
205//86 199//86
206#define CLOAK 87 200#define CLOAK 87
207//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
208//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
209#define SPINNER 90 204#define SPINNER 90
210#define GATE 91 205#define GATE 91
211#define BUTTON 92 206#define BUTTON 92
212#define T_HANDLE 93 207#define T_HANDLE 93
213#define HOLE 94 208#define HOLE 94
214#define TRAPDOOR 95 209#define TRAPDOOR 95
215//96 210#define RUNE 96
216//97 211#define TRAP 97
217#define SIGN 98 212#define SIGN 98
218#define BOOTS 99 213#define BOOTS 99
219#define GLOVES 100 214#define GLOVES 100
220#define SPELL 101 215#define SPELL 101
221#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
222#define CONVERTER 103 217#define CONVERTER 103
223#define BRACERS 104 218#define BRACERS 104
224#define POISONING 105 219#define POISONING 105
225#define SAVEBED 106 220#define SAVEBED 106
226//107 221#define DISEASE 107
227//108 222#define SYMPTOM 108
228#define WAND 109 223#define WAND 109
229#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
230#define SCROLL 111 225#define SCROLL 111
231#define DIRECTOR 112 226#define DIRECTOR 112
232#define GIRDLE 113 227#define GIRDLE 113
233#define FORCE 114 228#define FORCE 114
234#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
235#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
236//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
237//118 232#define POWER_CRYSTAL 118
238//119 233#define CORPSE 119
239//120 234//120
240#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
241#define CONTAINER 122 236#define CONTAINER 122
242#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
243#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
244//125
245//126
246//127
247//128
248//129
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250//131
251//132
252//133
253//134
254//135
255//136
256//137
257#define DEEP_SWAMP 138
258#define IDENTIFY_ALTAR 139
259//140
260//141
261//142
262//143
263//144
264//145
265//146
266//147
267//148
268//149
269#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
270//151
271//152
272//153
273#define RUNE 154
274#define TRAP 155
275#define POWER_CRYSTAL 156
276#define CORPSE 157
277#define DISEASE 158
278#define SYMPTOM 159
279#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
280#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
281//162
282#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
283#define MAPSCRIPT 164 /* A perl-scripted connectable */
284#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
285 potions, alchemy, or magic works here (elmex) */
286 241
287#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
288 243
289/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
245
246typedef std::bitset<NUM_TYPES> typeset;
247
248/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes.
252 */
253static const struct digest_types : typeset
254{
255 digest_types ()
256 {
257 set (WEAPON);
258 set (BOW);
259 set (ARMOUR);
260 set (HELMET);
261 set (SHIELD);
262 set (RING);
263 set (BOOTS);
264 set (GLOVES);
265 set (AMULET);
266 set (GIRDLE);
267 set (BRACERS);
268 set (CLOAK);
269 set (DISEASE);
270 set (FORCE);
271 set (SKILL);
272 }
273} digest_types;
290 274
291// maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
292// currently (2007-09) in use: 50 276// currently (2007-09) in use: 50
293#define NUM_SUBTYPES 64 277#define NUM_SUBTYPES 64
294 278
386/* 370/*
387 * If any FLAG's are added or changed, make sure the flag_names structure in 371 * If any FLAG's are added or changed, make sure the flag_names structure in
388 * common/loader.C is updated. 372 * common/loader.C is updated.
389 */ 373 */
390 374
391/* Basic routines to do above */
392#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
393#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
394#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
395
396/* the flags */ 375/* the flags */
397 376
398#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
399#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
400#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ 379#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
401#define FLAG_FREED 3 /* Object is in the list of free objects */ 380#define FLAG_FREED 3 /* Object is in the list of free objects */
402#define FLAG_WIZLOOK 4 /* disable los and lighting */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
403#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
406
407#define FLAG_NO_PICK 8 /* Object can't be picked up */ 385#define FLAG_NO_PICK 8 /* Object can't be picked up */
408/*#define FLAG_WALK_ON 9*/ 386/*#define FLAG_WALK_ON 9*/
409/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 387/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
410
411#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 388#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
412
413/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 389/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
414/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 390/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
415#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 391#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
416
417#define FLAG_MONSTER 14 /* Will attack players */ 392#define FLAG_MONSTER 14 /* Will attack players */
418#define FLAG_FRIENDLY 15 /* Will help players */ 393#define FLAG_FRIENDLY 15 /* Will help players */
419#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 394#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
420#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 395#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
421#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 396#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
423#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 398#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
424#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 399#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
425#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 400#define FLAG_CAN_ROLL 22 /* Object can be rolled */
426#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 401#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
427#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 402#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
428
429/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 403/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
430/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 404/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
431/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
432
433#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 406#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
434#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 407#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
435#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 408#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
436#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 409#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
437#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 410#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
441#define FLAG_UNDEAD 36 /* Monster is undead */ 414#define FLAG_UNDEAD 36 /* Monster is undead */
442#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 415#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
443#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 416#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
444#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 417#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
445#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 418#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
446
447#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 419#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
448//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ 420//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
449#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 421#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
450#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 422#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
451#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 423#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
452 but can still attack at a distance */ 424 but can still attack at a distance */
453
454/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 425/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
455 thru this object as if it wasn't there */ 426 thru this object as if it wasn't there */
456/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 427/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
457
458#define FLAG_PICK_UP 48 /* Can pick up */ 428#define FLAG_PICK_UP 48 /* Can pick up */
459#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 429#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
460#define FLAG_NO_DROP 50 /* Object can't be dropped */ 430#define FLAG_NO_DROP 50 /* Object can't be dropped */
461#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 431#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
462
463#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 432#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
464#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 433#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
465#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 434#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
466#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 435#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
467#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 436#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
468#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 437#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
469#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 438#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
470#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 439#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
471#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 440#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
472
473#define FLAG_XRAYS 61 /* X-ray vision */ 441#define FLAG_XRAYS 61 /* X-ray vision */
474#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 442#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
475#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 443#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
476
477#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 444#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
478#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 445#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
479#define FLAG_SLEEP 66 /* NPC is sleeping */ 446#define FLAG_SLEEP 66 /* NPC is sleeping */
480#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 447#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
481#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 448#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
482#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 449#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
483#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 450#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
484#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 451#define FLAG_STEALTH 71 /* Will wake monsters with less range */
485
486#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 452#define FLAG_WIZPASS 72 /* The wizard can go through walls */
487#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 453#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
488#define FLAG_CURSED 74 /* The object is cursed */ 454#define FLAG_CURSED 74 /* The object is cursed */
489#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 455#define FLAG_DAMNED 75 /* The object is _very_ cursed */
490#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 456#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
491#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 457#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
492#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 458#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
493#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 459#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
494
495#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 460#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
496#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 461#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
497#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 462#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
498
499#define FLAG_PRECIOUS 83 // object is precious (pets) 463#define FLAG_PRECIOUS 83 // object is precious (pets)
500#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 464#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
501#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 465#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
502#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 466#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
503
504#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 467#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
505#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 468#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
506#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 469#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
507#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 470#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
508#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 471#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
509#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 472#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
510#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 473#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
511#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 474#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
512
513/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 475/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
514
515#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 476#define FLAG_NO_STEAL 96 /* Item can't be stolen */
516#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 477#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
517 * away (replaces ghosthit) 478 * away (replaces ghosthit)
518 */ 479 */
519#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 480#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
546 * change_abil() probably should be updated also. 507 * change_abil() probably should be updated also.
547 */ 508 */
548#define MOVE_WALK 0x01 /* Object walks */ 509#define MOVE_WALK 0x01 /* Object walks */
549#define MOVE_FLY_LOW 0x02 /* Low flying object */ 510#define MOVE_FLY_LOW 0x02 /* Low flying object */
550#define MOVE_FLY_HIGH 0x04 /* High flying object */ 511#define MOVE_FLY_HIGH 0x04 /* High flying object */
551#define MOVE_FLYING 0x06
552 /* Combo of fly_low and fly_high */
553#define MOVE_SWIM 0x08 /* Swimming object */ 512#define MOVE_SWIM 0x08 /* Swimming object */
554#define MOVE_BOAT 0x10 /* Boats/sailing */ 513#define MOVE_BOAT 0x10 /* Boats/sailing */
555#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 514#define MOVE_SHIP 0x20 /* boats suitable for oceans */
556 515
516#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
557#define MOVE_ALL 0x3f /* Mask of all movement types */ 517#define MOVE_ALL 0x3f /* Mask of all movement types */
558 518
559/* typdef here to define type large enough to hold bitmask of 519/* typdef here to define type large enough to hold bitmask of
560 * all movement types. Make one declaration so easy to update. 520 * all movement types. Make one declaration so easy to update.
561 */ 521 */
591 * slow down the game */ 551 * slow down the game */
592#define MAX_DARKNESS 5 /* maximum map darkness, there is no 552#define MAX_DARKNESS 5 /* maximum map darkness, there is no
593 * practical reason to exceed this */ 553 * practical reason to exceed this */
594#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 554#define LOS_MAX 4 /* max. los value for non-blocked spaces */
595#define LOS_BLOCKED 100 /* fully blocked spaces */ 555#define LOS_BLOCKED 100 /* fully blocked spaces */
596#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 556#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
597 MAX_LIGHT_RADII:(xyz)->glow_radius; 557 MAX_LIGHT_RADII : (xyz)->glow_radius;
598// player position in blocked_los code 558// player position in blocked_los code
599#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 559#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
600#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 560#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
601 561
602 562
685 /* changing directions */ 645 /* changing directions */
686 /* this is VERTICAL movement */ 646 /* this is VERTICAL movement */
687#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 647#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
688#define HI4 240 648#define HI4 240
689 649
690#define BLANK_FACE_NAME "blank.x11" 650#define BLANK_FACE_NAME "blank.x11"
691#define EMPTY_FACE_NAME "empty.x11" 651#define EMPTY_FACE_NAME "empty.x11"
652#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
692 653
693/* 654/*
694 * Defines for the luck/random functions to make things more readable 655 * Defines for the luck/random functions to make things more readable
695 */ 656 */
696 657
747#define CAN_APPLY_UNAPPLY_MULT 0x20 708#define CAN_APPLY_UNAPPLY_MULT 0x20
748#define CAN_APPLY_UNAPPLY_CHOICE 0x40 709#define CAN_APPLY_UNAPPLY_CHOICE 0x40
749 710
750// Cut off point of when an object is put on the active list or not 711// Cut off point of when an object is put on the active list or not
751// we use 2**-n because that can be represented exactly 712// we use 2**-n because that can be represented exactly
752// also make sure that this is a float, not double, constant 713// also make sure that this is a float, not double, constant.
714// some areas in the server divide by this value, so
715// to avoid integer overflows it should not be much lower.
753#define MIN_ACTIVE_SPEED (1.f / 65536.f) 716#define MIN_ACTIVE_SPEED (1.f / 65536.f)
754 717
755/* have mercy on players and guarantee a somewhat higher speed */ 718/* have mercy on players and guarantee a somewhat higher speed */
756#define MIN_PLAYER_SPEED 0.04f 719#define MIN_PLAYER_SPEED 0.04f
757 720

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