--- deliantra/server/include/define.h 2010/04/14 02:31:24 1.130 +++ deliantra/server/include/define.h 2012/01/03 11:25:31 1.140 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * @@ -43,7 +43,8 @@ # include #endif -#define MAXLEVEL 115 // for treasure calculations only +#define MAXNUMLEVELS 256 // maximum number of levels possible +#define MAXLEVEL_TREASURE 115 // for treasure calculations only // maximum length of an object name in the protocol #define NAME_LEN 127 @@ -111,7 +112,7 @@ #define MAP 22 #define DOOR 23 #define KEY 24 -//25 +#define PHYSICS 25 // deliantra: "things that move" #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -284,6 +285,7 @@ #define ST_MAT_FLOOR 1 /* Floor */ #define ST_MAT_WALL 2 /* Wall */ #define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_QUAD 4 /* Quad build material */ /* definitions for weapontypes */ @@ -383,7 +385,7 @@ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ #define FLAG_NO_PICK 8 /* Object can't be picked up */ -/*#define FLAG_WALK_ON 9*/ +#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ @@ -495,11 +497,15 @@ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map - -#define NUM_FLAGS 113 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l +#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item + * (for the quads world for instance) + */ + +// temporary assignments +#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation + +#define NUM_FLAGS 115 /* Should always be equal to the last + * defined flag + 1. */ /* If you add new movement types, you may need to update