--- deliantra/server/include/define.h 2008/12/27 02:31:19 1.95
+++ deliantra/server/include/define.h 2012/10/29 23:55:53 1.141
@@ -1,23 +1,24 @@
/*
* 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
- *
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
+ *
+ * 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 GNU General Public License
- * along with this program. If not, see .
- *
+ *
+ * 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
*/
@@ -38,22 +39,21 @@
#define FONTDIR ""
#define FONTNAME ""
-/* Decstations have trouble with fabs()... */
-#define FABS(x) fabs (x)
-
#ifdef __NetBSD__
# include
#endif
+#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
-#undef MIN
-#undef MAX
-
#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
@@ -64,27 +64,12 @@
#define MIN_DIGESTION -35
#define MAX_DIGESTION 70
-#define MAX_BUF 1024
- /* Used for all kinds of things */
-#define VERY_BIG_BUF 2048
-#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
-#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
-
-#define FONTSIZE 3000 /* Max chars in font */
-
-#define MAX_ANIMATIONS 256
+#define MAX_BUF 1024 /* Used for all kinds of things */
#define MAX_NAME 48
-#define MAX_EXT_TITLE 98
#define ATTUNE_REPELL 16 // levels diff for attune/repell
-//TODO: remove all calls to fatal and replace them by cleanup
-#define OUT_OF_MEMORY 0
-#define MAP_ERROR 1
-#define ARCHTABLE_TOO_SMALL 2 // unused
-#define TOO_MANY_ERRORS 3
-
/* TYPE DEFINES */
/* Only add new values to this list if somewhere in the program code,
@@ -112,22 +97,22 @@
#define POISON 7
#define BOOK 8
#define CLOCK 9
-//10
-//11
-//12
+#define VEIN 10 // deliantra: mineral/ore/whatever vein
+#define RANGED 11 // deliantra: other range item (skill based)
+#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
#define ARROW 13
#define BOW 14
#define WEAPON 15
#define ARMOUR 16
#define PEDESTAL 17
#define ALTAR 18
-//19
+#define T_MATCH 19
#define LOCKED_DOOR 20
#define SPECIAL_KEY 21
#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
@@ -146,10 +131,10 @@
#define TELEPORTER 41
#define CREATOR 42
#define SKILL 43 /* also see SKILL_TOOL (74) below */
-//44
+#define IDENTIFY_ALTAR 44
#define EARTHWALL 45
#define GOLEM 46
-//47
+#define DEEP_SWAMP 47
#define THROWN_OBJ 48
#define BLINDNESS 49
#define GOD 50
@@ -174,7 +159,7 @@
* a monster into a peaceful being incapable of attack.
*/
#define GEM 60
-//61
+#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
#define FIREWALL 62
#define ANVIL 63
#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
@@ -193,7 +178,7 @@
#define SHOP_FLOOR 68
#define SHOP_MAT 69
#define RING 70
-#define FLOOR 71 /* this is a floor tile -> native layer 0 */
+//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
#define FLESH 72 /* animal 'body parts' -b.t. */
#define INORGANIC 73 /* metals and minerals */
#define SKILL_TOOL 74 /* Allows the use of a skill */
@@ -207,23 +192,24 @@
on chairs, we create a new type and remove all
chairs from here. */
//80
-//81
+#define TORCH 81 /* a torch */
#define LAMP 82 /* a lamp */
#define DUPLICATOR 83 /* duplicator/multiplier object */
//84
#define SPELLBOOK 85
//86
#define CLOAK 87
-//88
-//89
+#define MAPSCRIPT 88 /* A perl-scripted connectable */
+#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
+ potions, alchemy, or magic works here (elmex) */
#define SPINNER 90
#define GATE 91
#define BUTTON 92
-#define CF_HANDLE 93
+#define T_HANDLE 93
#define HOLE 94
#define TRAPDOOR 95
-//96
-//97
+#define RUNE 96
+#define TRAP 97
#define SIGN 98
#define BOOTS 99
#define GLOVES 100
@@ -233,8 +219,8 @@
#define BRACERS 104
#define POISONING 105
#define SAVEBED 106
-//107
-//108
+#define DISEASE 107
+#define SYMPTOM 108
#define WAND 109
#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
#define SCROLL 111
@@ -243,61 +229,50 @@
#define FORCE 114
#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
-//117
-//118
-//119
+#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
+#define POWER_CRYSTAL 118
+#define CORPSE 119
//120
#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
#define CONTAINER 122
#define ARMOUR_IMPROVER 123
#define WEAPON_IMPROVER 124
-//125
-//126
-//127
-//128
-//129
-#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
-//131
-//132
-//133
-//134
-//135
-//136
-//137
-#define DEEP_SWAMP 138
-#define IDENTIFY_ALTAR 139
-//140
-//141
-//142
-//143
-//144
-//145
-//146
-//147
-//148
-//149
-#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
-//151
-//152
-//153
-#define RUNE 154
-#define TRAP 155
-#define POWER_CRYSTAL 156
-#define CORPSE 157
-#define DISEASE 158
-#define SYMPTOM 159
-#define BUILDER 160 /* Generic item builder, see subtypes */
-#define MATERIAL 161 /* Material for building */
-//162
-#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
-//164
-#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
- potions, alchemy, or magic works here (elmex) */
+#define BUILDER 125 /* Generic item builder, see subtypes */
+#define MATERIAL 126 /* Material for building */
-#define NUM_TYPES 166 // must be max(type) + 1
+#define NUM_TYPES 127 // must be max(type) + 1
/* END TYPE DEFINE */
+typedef std::bitset typeset;
+
+/* These are the items that currently can change digestion, regeneration,
+ * spell point recovery and mana point recovery. Seems sort of an arbitary
+ * list, but other items store other info into stats array.
+ * As a special exception, bows use stats.sp for their own purposes.
+ */
+static const struct digest_types : typeset
+{
+ digest_types ()
+ {
+ set (WEAPON);
+ set (BOW);
+ set (ARMOUR);
+ set (HELMET);
+ set (SHIELD);
+ set (RING);
+ set (BOOTS);
+ set (GLOVES);
+ set (AMULET);
+ set (GIRDLE);
+ set (BRACERS);
+ set (CLOAK);
+ set (DISEASE);
+ set (FORCE);
+ set (SKILL);
+ }
+} digest_types;
+
// maximum supported subtype number + 1, can be increased to 256
// currently (2007-09) in use: 50
#define NUM_SUBTYPES 64
@@ -310,6 +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 */
@@ -345,7 +321,7 @@
#define PU_DEBUG 0x10000000
#define PU_INHIBIT 0x20000000
#define PU_STOP 0x40000000
-#define PU_NEWMODE 0x80000000
+#define PU_ENABLE 0x80000000 // used to distinguish value density
#define PU_RATIO 0x0000000F
@@ -398,161 +374,139 @@
* common/loader.C is updated.
*/
-/* Basic routines to do above */
-#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
-#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
-#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
-
/* the flags */
-#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
-#define FLAG_WIZ 1 /* Object has special privilegies */
-#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
-#define FLAG_FREED 3 /* Object is in the list of free objects */
-#define FLAG_WIZLOOK 4 /* disable los and lighting */
-#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*//* 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 */
-
-/*#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 */
-#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
-#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
-#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
-#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
-#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
-#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) */
-#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */
-#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
-#define FLAG_HITBACK 33 /* Object will hit back when hit */
-#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
-#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
-#define FLAG_UNDEAD 36 /* Monster is undead */
-#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
-#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 */
-#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
-#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
-#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
-#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 */
-#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
-#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
-#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 */
-#define FLAG_DAMNED 75 /* The object is _very_ cursed */
-#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
-#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 */
-#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
-#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
-#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)
- */
-#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
-
-#define FLAG_BERSERK 99 /* monster will attack closest living
- object */
-#define FLAG_NEUTRAL 100 /* monster is from type neutral */
-#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
-#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
-#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
- * load_original_map() */
-//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
-// * the overlay, and is not subject to
-// * decay. */
-#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
-#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
-#define FLAG_IS_WATER 107
-#define FLAG_CONTENT_ON_GEN 108
-#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
-#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_ALIVE 0 /* Object can fight (or be fought) */
+#define FLAG_WIZ 1 /* Object has special privilegies */
+#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
+#define FLAG_FREED 3 /* Object is in the list of free objects */
+#define FLAG_WIZLOOK 4 /* disable los and lighting */
+#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_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 */
+#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
+#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
+#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
+#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
+#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
+#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) */
+#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */
+#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
+#define FLAG_HITBACK 33 /* Object will hit back when hit */
+#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
+#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
+#define FLAG_UNDEAD 36 /* Monster is undead */
+#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
+#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 */
+#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
+#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
+#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
+#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 */
+#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
+#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
+#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 */
+#define FLAG_DAMNED 75 /* The object is _very_ cursed */
+#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
+#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 */
+#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
+#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
+#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)
+ */
+#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
+
+#define FLAG_BERSERK 99 /* monster will attack closest living
+ object */
+#define FLAG_NEUTRAL 100 /* monster is from type neutral */
+#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
+#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
+#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
+ * load_original_map() */
+#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
+#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
+#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
+#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
+#define FLAG_CONTENT_ON_GEN 108
+#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
+#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 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
* describe_item() so properly describe those types.
@@ -561,12 +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
@@ -584,7 +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)
@@ -606,8 +559,8 @@
* practical reason to exceed this */
#define LOS_MAX 4 /* max. los value for non-blocked spaces */
#define LOS_BLOCKED 100 /* fully blocked spaces */
-#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
- MAX_LIGHT_RADII:(xyz)->glow_radius;
+#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
+ MAX_LIGHT_RADII : (xyz)->glow_radius;
// player position in blocked_los code
#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
@@ -657,17 +610,18 @@
/* ------------------- */
/* attack_movement = 33 */
/******************************************************************************/
-#define DISTATT 1 /* move toward a player if far, but mantain some space, */
+#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
-#define RUNATT 2 /* run but attack if player catches up to object */
-#define HITRUN 3 /* run to then hit player then run away cyclicly */
-#define WAITATT 4 /* wait for player to approach then hit, move if hit */
-#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
-#define ALLRUN 6 /* always run never attack good for sim. of weak player */
-#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
-#define WAIT2 8 /* monster does not try to move towards player if far */
+#define RUNATT 2 /* run but attack if player catches up to object */
+#define HITRUN 3 /* run to then hit player then run away cyclicly */
+#define WAITATT 4 /* wait for player to approach then hit, move if hit */
+#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
+#define ALLRUN 6 /* always run never attack good for sim. of weak player */
+#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
+#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
-#define PETMOVE 16 /* if the upper four bits of attack_movement */
+
+#define PETMOVE 16 /* if the upper four bits of attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
@@ -675,32 +629,33 @@
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
-#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
+#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
/* set, this is good for non-aggressive monsters and NPC */
-#define CIRCLE2 48 /* same as above but a larger circle is used */
-#define PACEH 64 /* The Monster will pace back and forth until attacked */
+#define CIRCLE2 48 /* same as above but a larger circle is used */
+#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
-#define PACEH2 80 /* the monster will pace as above but the length of the */
+#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
-#define RANDO 96 /* the monster will go in a random direction until */
+#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
-#define RANDO2 112 /* constantly move in a different random direction */
-#define PACEV 128 /* The Monster will pace back and forth until attacked */
+#define RANDO2 112 /* constantly move in a different random direction */
+#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
-#define PACEV2 144 /* the monster will pace as above but the length of the */
+#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
-#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
+#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
@@ -713,17 +668,16 @@
enum apply_flag
{
/* Basic flags/mode, always use one of these */
- AP_TOGGLE = 0,
- AP_APPLY = 1,
- AP_UNAPPLY = 2,
-
- AP_BASIC_FLAGS = 0x0f,
+ AP_TOGGLE = 0,
+ AP_APPLY = 0x01,
+ AP_UNAPPLY = 0x02,
+ AP_MODE = 0x03,
/* 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_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
};
/* Bitmask values for 'can_apply_object()' return values.
@@ -752,18 +706,24 @@
* could remove.
*
*/
-#define CAN_APPLY_NEVER 0x1
-#define CAN_APPLY_RESTRICTION 0x2
-#define CAN_APPLY_NOT_MASK 0xf
+#define CAN_APPLY_NEVER 0x01
+#define CAN_APPLY_RESTRICTION 0x02
+#define CAN_APPLY_NOT_MASK 0x0f
+
#define CAN_APPLY_UNAPPLY 0x10
#define CAN_APPLY_UNAPPLY_MULT 0x20
#define CAN_APPLY_UNAPPLY_CHOICE 0x40
// Cut off point of when an object is put on the active list or not
// we use 2**-n because that can be represented exactly
-// also make sure that this is a float, not double, constant
+// also make sure that this is a float, not double, constant.
+// some areas in the server divide by this value, so
+// to avoid integer overflows it should not be much lower.
#define MIN_ACTIVE_SPEED (1.f / 65536.f)
+/* have mercy on players and guarantee a somewhat higher speed */
+#define MIN_PLAYER_SPEED 0.04f
+
/*
* Warning!
* If you add message types here, don't forget
@@ -859,7 +819,7 @@
/**
* Maximum distance a player may hear a sound from.
- * This is only used for new client/server sound. If the sound source
+ * This is only used for client/server sound and say. If the sound source
* on the map is farther away than this, we don't sent it to the client.
*/
#define MAX_SOUND_DISTANCE 16