--- deliantra/server/include/define.h 2010/04/11 00:34:05 1.128
+++ deliantra/server/include/define.h 2012/10/29 23:55:53 1.141
@@ -1,24 +1,24 @@
/*
* 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
- *
+ *
* 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
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -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 */
@@ -382,17 +384,13 @@
#define FLAG_APPLIED 5 /* Object is ready for use by living */
#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 */
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
-
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
@@ -404,11 +402,9 @@
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
-
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
-
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
@@ -422,23 +418,19 @@
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
-
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
but can still attack at a distance */
-
/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
thru this object as if it wasn't there */
/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
-
#define FLAG_PICK_UP 48 /* Can pick up */
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
#define FLAG_NO_DROP 50 /* Object can't be dropped */
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
-
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
@@ -448,11 +440,9 @@
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
-
#define FLAG_XRAYS 61 /* X-ray vision */
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
-
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
#define FLAG_SLEEP 66 /* NPC is sleeping */
@@ -461,7 +451,6 @@
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
#define FLAG_STEALTH 71 /* Will wake monsters with less range */
-
#define FLAG_WIZPASS 72 /* The wizard can go through walls */
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
#define FLAG_CURSED 74 /* The object is cursed */
@@ -470,16 +459,13 @@
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
-
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
-
#define FLAG_PRECIOUS 83 // object is precious (pets)
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
-
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
@@ -488,9 +474,7 @@
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
-
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
-
#define FLAG_NO_STEAL 96 /* Item can't be stolen */
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
@@ -513,11 +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
@@ -527,12 +515,11 @@
#define MOVE_WALK 0x01 /* Object walks */
#define MOVE_FLY_LOW 0x02 /* Low flying object */
#define MOVE_FLY_HIGH 0x04 /* High flying object */
-#define MOVE_FLYING 0x06
- /* Combo of fly_low and fly_high */
#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
#define MOVE_SHIP 0x20 /* boats suitable for oceans */
+#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
@@ -550,7 +537,7 @@
* on the 'type' move_block parameter
* Add check - if type is 0, don't stop anything from moving
* onto it.
- *
+ *
*/
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
((type) && (ob1->move_type & type) == ob1->move_type)
@@ -666,8 +653,9 @@
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
-#define BLANK_FACE_NAME "blank.x11"
-#define EMPTY_FACE_NAME "empty.x11"
+#define BLANK_FACE_NAME "blank.x11"
+#define EMPTY_FACE_NAME "empty.x11"
+#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
/*
* Defines for the luck/random functions to make things more readable