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Comparing deliantra/server/include/define.h (file contents):
Revision 1.120 by root, Sun Apr 4 04:58:46 2010 UTC vs.
Revision 1.145 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
26 27
41 42
42#ifdef __NetBSD__ 43#ifdef __NetBSD__
43# include <sys/param.h> 44# include <sys/param.h>
44#endif 45#endif
45 46
47#define MAXNUMLEVELS 256 // maximum number of levels possible
46#define MAXLEVEL 115 // for treasure calculations only 48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
47 49
48// maximum length of an object name in the protocol 50// maximum length of an object name in the protocol
49#define NAME_LEN 127 51#define NAME_LEN 127
50 52
51#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
96#define POISON 7 98#define POISON 7
97#define BOOK 8 99#define BOOK 8
98#define CLOCK 9 100#define CLOCK 9
99#define VEIN 10 // deliantra: mineral/ore/whatever vein 101#define VEIN 10 // deliantra: mineral/ore/whatever vein
100#define RANGED 11 // deliantra: other range item (skill based) 102#define RANGED 11 // deliantra: other range item (skill based)
101//12 103#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
102#define ARROW 13 104#define ARROW 13
103#define BOW 14 105#define BOW 14
104#define WEAPON 15 106#define WEAPON 15
105#define ARMOUR 16 107#define ARMOUR 16
106#define PEDESTAL 17 108#define PEDESTAL 17
109#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
110#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
111#define MAP 22 113#define MAP 22
112#define DOOR 23 114#define DOOR 23
113#define KEY 24 115#define KEY 24
114//25 116#define PHYSICS 25 // deliantra: "things that move"
115#define TIMED_GATE 26 117#define TIMED_GATE 26
116#define TRIGGER 27 118#define TRIGGER 27
117#define GRIMREAPER 28 119#define GRIMREAPER 28
118#define MAGIC_EAR 29 120#define MAGIC_EAR 29
119#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
128#define AMULET 39 130#define AMULET 39
129#define PLAYERMOVER 40 131#define PLAYERMOVER 40
130#define TELEPORTER 41 132#define TELEPORTER 41
131#define CREATOR 42 133#define CREATOR 42
132#define SKILL 43 /* also see SKILL_TOOL (74) below */ 134#define SKILL 43 /* also see SKILL_TOOL (74) below */
133//44 135#define IDENTIFY_ALTAR 44
134#define EARTHWALL 45 136#define EARTHWALL 45
135#define GOLEM 46 137#define GOLEM 46
136//47 138#define DEEP_SWAMP 47
137#define THROWN_OBJ 48 139#define THROWN_OBJ 48
138#define BLINDNESS 49 140#define BLINDNESS 49
139#define GOD 50 141#define GOD 50
140#define DETECTOR 51 /* peterm: detector is an object 142#define DETECTOR 51 /* peterm: detector is an object
141 * which notices the presense of 143 * which notices the presense of
156 158
157#define PEACEMAKER 59 /* Object owned by a player which can convert 159#define PEACEMAKER 59 /* Object owned by a player which can convert
158 * a monster into a peaceful being incapable of attack. 160 * a monster into a peaceful being incapable of attack.
159 */ 161 */
160#define GEM 60 162#define GEM 60
161//61 163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
162#define FIREWALL 62 164#define FIREWALL 62
163#define ANVIL 63 165#define ANVIL 63
164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
165#define MOOD_FLOOR 65 /* 167#define MOOD_FLOOR 65 /*
166 * values of last_sp set how to change: 168 * values of last_sp set how to change:
167 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
168 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
169 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
170 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
175#define EXIT 66 177#define EXIT 66
176#define ENCOUNTER 67 178#define ENCOUNTER 67
177#define SHOP_FLOOR 68 179#define SHOP_FLOOR 68
178#define SHOP_MAT 69 180#define SHOP_MAT 69
179#define RING 70 181#define RING 70
180#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 182//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
181#define FLESH 72 /* animal 'body parts' -b.t. */ 183#define FLESH 72 /* animal 'body parts' -b.t. */
182#define INORGANIC 73 /* metals and minerals */ 184#define INORGANIC 73 /* metals and minerals */
183#define SKILL_TOOL 74 /* Allows the use of a skill */ 185#define SKILL_TOOL 74 /* Allows the use of a skill */
184#define LIGHTER 75 186#define LIGHTER 75
185//76 187//76
196#define DUPLICATOR 83 /* duplicator/multiplier object */ 198#define DUPLICATOR 83 /* duplicator/multiplier object */
197//84 199//84
198#define SPELLBOOK 85 200#define SPELLBOOK 85
199//86 201//86
200#define CLOAK 87 202#define CLOAK 87
201//88 203#define MAPSCRIPT 88 /* A perl-scripted connectable */
202//89 204#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205 potions, alchemy, or magic works here (elmex) */
203#define SPINNER 90 206#define SPINNER 90
204#define GATE 91 207#define GATE 91
205#define BUTTON 92 208#define BUTTON 92
206#define T_HANDLE 93 209#define T_HANDLE 93
207#define HOLE 94 210#define HOLE 94
208#define TRAPDOOR 95 211#define TRAPDOOR 95
209//96 212#define RUNE 96
210//97 213#define TRAP 97
211#define SIGN 98 214#define SIGN 98
212#define BOOTS 99 215#define BOOTS 99
213#define GLOVES 100 216#define GLOVES 100
214#define SPELL 101 217#define SPELL 101
215#define SPELL_EFFECT 102 218#define SPELL_EFFECT 102
216#define CONVERTER 103 219#define CONVERTER 103
217#define BRACERS 104 220#define BRACERS 104
218#define POISONING 105 221#define POISONING 105
219#define SAVEBED 106 222#define SAVEBED 106
220//107 223#define DISEASE 107
221//108 224#define SYMPTOM 108
222#define WAND 109 225#define WAND 109
223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 226#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
224#define SCROLL 111 227#define SCROLL 111
225#define DIRECTOR 112 228#define DIRECTOR 112
226#define GIRDLE 113 229#define GIRDLE 113
227#define FORCE 114 230#define FORCE 114
228#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 231#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
229#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 232#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
230//117 233#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
231//118 234#define POWER_CRYSTAL 118
232//119 235#define CORPSE 119
233//120 236//120
234#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 237#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
235#define CONTAINER 122 238#define CONTAINER 122
236#define ARMOUR_IMPROVER 123 239#define ARMOUR_IMPROVER 123
237#define WEAPON_IMPROVER 124 240#define WEAPON_IMPROVER 124
238//125
239//126
240//127
241//128
242//129
243#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244//131
245//132
246//133
247//134
248//135
249//136
250//137
251#define DEEP_SWAMP 138
252#define IDENTIFY_ALTAR 139
253//140
254//141
255//142
256//143
257//144
258//145
259//146
260//147
261//148
262//149
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264//151
265//152
266//153
267#define RUNE 154
268#define TRAP 155
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */ 241#define BUILDER 125 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */ 242#define MATERIAL 126 /* Material for building */
275//162
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277#define MAPSCRIPT 164 /* A perl-scripted connectable */
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280 243
281#define NUM_TYPES 166 // must be max(type) + 1 244#define NUM_TYPES 127 // must be max(type) + 1
282 245
283/* END TYPE DEFINE */ 246/* END TYPE DEFINE */
247
248typedef std::bitset<NUM_TYPES> typeset;
249
250/* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255static const struct digest_types : typeset
256{
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275} digest_types;
284 276
285// maximum supported subtype number + 1, can be increased to 256 277// maximum supported subtype number + 1, can be increased to 256
286// currently (2007-09) in use: 50 278// currently (2007-09) in use: 50
287#define NUM_SUBTYPES 64 279#define NUM_SUBTYPES 64
288 280
292 284
293/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
294#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
295#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
296#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
289#define ST_MAT_QUAD 4 /* Quad build material */
297 290
298/* definitions for weapontypes */ 291/* definitions for weapontypes */
299 292
300#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
301#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
363#define PU_FLESH 0x04000000 356#define PU_FLESH 0x04000000
364 357
365 358
366/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
367 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
368 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
369 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
370 * three spaces 363 * three spaces
371 */ 364 */
372#define SIZEOFFREE0 0 365#define SIZEOFFREE0 0
373#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
374#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
375#define SIZEOFFREE3 48 368#define SIZEOFFREE3 48
376#define SIZEOFFREE 49 369#define SIZEOFFREE 49
377 370
378#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
379 372
380/* 373/*
381 * If any FLAG's are added or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
382 * common/loader.C is updated. 375 * common/loader.C is updated.
383 */ 376 */
384
385/* Basic routines to do above */
386#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
387#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
388#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
389 377
390/* the flags */ 378/* the flags */
391 379
392#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
393#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
395#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
396#define FLAG_WIZLOOK 4 /* disable los and lighting */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
397#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
400
401#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
402/*#define FLAG_WALK_ON 9*/ 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
404
405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
406
407/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
408/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
409#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
410
411#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
412#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
413#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
414#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
415#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
417#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
418#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
419#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
420#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
421#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
422
423/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
424/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
425/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
426
427#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
428#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
429#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
430#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
431#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
435#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
436#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
437#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
438#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
439#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
440
441#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
442//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
443#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
444#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
445#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
446 but can still attack at a distance */ 427 but can still attack at a distance */
447
448/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
449 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
450/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
451
452#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
453#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
454#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
455#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
456
457#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
458#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
459#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
460#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
461#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
462#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
463#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
464#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
465#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
466
467#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
468#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
469#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
470
471#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
472#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
473#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
474#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
475#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
476#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
477#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
478#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
479
480#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
481#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
482#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
483#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
484#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
485#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
486#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
487#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
488
489#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
490#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
491#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
492
493#define FLAG_PRECIOUS 83 // object is precious (pets) 466#define FLAG_PRECIOUS 83 // object is precious (pets)
494#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
495#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
496#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
497
498#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
499#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
500#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
501#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
502#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
503#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
504#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
505#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
506
507/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
508
509#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
510#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
511 * away (replaces ghosthit) 481 * away (replaces ghosthit)
512 */ 482 */
513#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
521 * load_original_map() */ 491 * load_original_map() */
522#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
523#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
524#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
525#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
526#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
527#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
528#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
529#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
530#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
531 503 */
504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
532#define NUM_FLAGS 113 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
533 * defined flag + 1. If you change this, 509 * defined flag + 1.
534 * make sure you update the flag_links
535 * in common/loader.l
536 */ 510 */
537 511
538/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
539 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
540 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
541 */ 515 */
542#define MOVE_WALK 0x01 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
543#define MOVE_FLY_LOW 0x02 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
544#define MOVE_FLY_HIGH 0x04 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
545#define MOVE_FLYING 0x06
546 /* Combo of fly_low and fly_high */
547#define MOVE_SWIM 0x08 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
548#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
549#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
550 522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
551#define MOVE_ALL 0x3f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
552 525
553/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
554 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
555 */ 528 */
563 536
564/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
565 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
566 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
567 * onto it. 540 * onto it.
568 * 541 *
569 */ 542 */
570#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
571 ((type) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
572 545
573#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
601#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
602#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
603#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
604#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
605 578
606#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
607#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
608 581
609#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
610#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
611#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
612 585
679 /* changing directions */ 652 /* changing directions */
680 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
681#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
682#define HI4 240 655#define HI4 240
683 656
684#define BLANK_FACE_NAME "blank.x11" 657#define BLANK_FACE_NAME "blank.x11"
685#define EMPTY_FACE_NAME "empty.x11" 658#define EMPTY_FACE_NAME "empty.x11"
659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
686 660
687/* 661/*
688 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
689 */ 663 */
690 664
691#define PREFER_HIGH 1 665#define PREFER_HIGH 1
692#define PREFER_LOW 0 666#define PREFER_LOW 0
693 667
694/* Flags for apply_special() */ 668/* Flags for apply_special() */
695GENCONST_IV(AP_)
696enum apply_flag 669enum apply_flag
697{ 670{
698 /* Basic flags/mode, always use one of these */ 671 /* Basic flags/mode, always use one of these */
699 AP_TOGGLE = 0, 672 AP_TOGGLE = 0,
700 AP_APPLY = 0x01, 673 AP_APPLY = 0x01,
742#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
743#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
744 717
745// Cut off point of when an object is put on the active list or not 718// Cut off point of when an object is put on the active list or not
746// we use 2**-n because that can be represented exactly 719// we use 2**-n because that can be represented exactly
747// also make sure that this is a float, not double, constant 720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
748#define MIN_ACTIVE_SPEED (1.f / 65536.f) 723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
749 724
750/* have mercy on players and guarantee a somewhat higher speed */ 725/* have mercy on players and guarantee a somewhat higher speed */
751#define MIN_PLAYER_SPEED 0.04f 726#define MIN_PLAYER_SPEED 0.04f
752 727

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