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Comparing deliantra/server/include/define.h (file contents):
Revision 1.15 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.21 by elmex, Wed Dec 20 03:57:01 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
112 * Additionally, when you add a new entry, include it in the table in item.c 112 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 113 */
114 114
115/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
116 116
117#define PLAYER 1 117#define PLAYER 1
118#define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 119#define ROD 3
120#define TREASURE 4 120#define TREASURE 4
121#define POTION 5 121#define POTION 5
122#define FOOD 6 122#define FOOD 6
123#define POISON 7 123#define POISON 7
124#define BOOK 8 124#define BOOK 8
125#define CLOCK 9 125#define CLOCK 9
126 126
127/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
128
129/*#define FBALL 11 */ 128/*#define FBALL 11 */
129
130#define LIGHTNING 12 130#define LIGHTNING 12
131#define ARROW 13 131#define ARROW 13
132#define BOW 14 132#define BOW 14
133#define WEAPON 15 133#define WEAPON 15
134#define ARMOUR 16 134#define ARMOUR 16
135#define PEDESTAL 17 135#define PEDESTAL 17
136#define ALTAR 18 136#define ALTAR 18
137 137
138/*#define CONFUSION 19 */ 138/*#define CONFUSION 19 */
139
139#define LOCKED_DOOR 20 140#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 141#define SPECIAL_KEY 21
141#define MAP 22 142#define MAP 22
142#define DOOR 23 143#define DOOR 23
143#define KEY 24 144#define KEY 24
144 145
145/*#define MMISSILE 25 */ 146/*#define MMISSILE 25 */
147
146#define TIMED_GATE 26 148#define TIMED_GATE 26
147#define TRIGGER 27 149#define TRIGGER 27
148#define GRIMREAPER 28 150#define GRIMREAPER 28
149#define MAGIC_EAR 29 151#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 152#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 153#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 154#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 155#define SHIELD 33
154#define HELMET 34 156#define HELMET 34
155#define HORN 35 157#define HORN 35
156#define MONEY 36 158#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 159#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 160#define GRAVESTONE 38
159#define AMULET 39 161#define AMULET 39
160#define PLAYERMOVER 40 162#define PLAYERMOVER 40
161#define TELEPORTER 41 163#define TELEPORTER 41
162#define CREATOR 42 164#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 165#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain
165 /* experience for broad skill categories. This value */ 167 * experience for broad skill categories. This value
166 /* is now automatically converteed at load time. */ 168 * is now automatically converteed at load time.
169 */
167#define EARTHWALL 45 170#define EARTHWALL 45
168#define GOLEM 46 171#define GOLEM 46
169 172
170/*#define BOMB 47 */ 173/*#define BOMB 47 */
171#define THROWN_OBJ 48 174#define THROWN_OBJ 48
172#define BLINDNESS 49 175#define BLINDNESS 49
173#define GOD 50 176#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 177#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 178 * which notices the presense of
177 /* another object and is triggered */ 179 * another object and is triggered
178 /* like buttons. */ 180 * like buttons.
181 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 182#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 183 * force into a player with a specified string WHEN TRIGGERED.
184 */
181#define DEAD_OBJECT 53 185#define DEAD_OBJECT 53
182#define DRINK 54 186#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 187#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 188 * force into a player with a specified string.
189 */
185#define HOLY_ALTAR 56 190#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 191#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 192#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 193
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 194#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 195 * a monster into a peaceful being incapable of attack.
191#define GEM 60 196 */
197#define GEM 60
192 198
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 199/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
200
194#define FIREWALL 62 201#define FIREWALL 62
195#define ANVIL 63 202#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 203#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 204#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 205 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 206 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 207 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 208 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 209 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 210 * 4 = charm, monsters become pets */
204#define EXIT 66 211#define EXIT 66
205#define ENCOUNTER 67 212#define ENCOUNTER 67
206#define SHOP_FLOOR 68 213#define SHOP_FLOOR 68
207#define SHOP_MAT 69 214#define SHOP_MAT 69
208#define RING 70 215#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 216#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 217#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 218#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 219#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 220#define LIGHTER 75
214 221
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 222/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
216 * types are not used in any archetypes, and should perhaps be removed. 223 * types are not used in any archetypes, and should perhaps be removed.
217 */ 224 */
225
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 226#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 227
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 228#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 229#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 230#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 231 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 232 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 233 on chairs, we create a new type and remove all
226 chairs from here. */ 234 chairs from here. */
227#define MONSTER 80 235#define MONSTER 80 /* yes, thats a real, living creature */
228 /* yes, thats a real, living creature */ 236#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
229#define SPAWN_GENERATOR 81 237#define LAMP 82 /* a lamp */
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 238#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 239#define TOOL 84 /* a tool for building objects */
234#define SPELLBOOK 85 240#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 241#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87 242#define CLOAK 87
237 243
238/*#define CONE 88 */ 244/*#define CONE 88 */
245/*#define AURA 89 */ /* aura spell object */
239 246
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 247#define SPINNER 90
243#define GATE 91 248#define GATE 91
244#define BUTTON 92 249#define BUTTON 92
245#define CF_HANDLE 93 250#define CF_HANDLE 93
246#define HOLE 94 251#define HOLE 94
247#define TRAPDOOR 95 252#define TRAPDOOR 95
248 253
249/*#define WORD_OF_RECALL 96 */ 254/*#define WORD_OF_RECALL 96 */
250
251/*#define PARAIMAGE 97 */ 255/*#define PARAIMAGE 97 */
252#define SIGN 98 256
253#define BOOTS 99 257#define SIGN 98
258#define BOOTS 99
254#define GLOVES 100 259#define GLOVES 100
255#define SPELL 101 260#define SPELL 101
256#define SPELL_EFFECT 102 261#define SPELL_EFFECT 102
257#define CONVERTER 103 262#define CONVERTER 103
258#define BRACERS 104 263#define BRACERS 104
259#define POISONING 105 264#define POISONING 105
260#define SAVEBED 106 265#define SAVEBED 106
261#define POISONCLOUD 107 266#define POISONCLOUD 107
262#define FIREHOLES 108 267#define FIREHOLES 108
263#define WAND 109 268#define WAND 109
264 269
265/*#define ABILITY 110*/ 270/*#define ABILITY 110*/
266#define SCROLL 111 271#define SCROLL 111
267#define DIRECTOR 112 272#define DIRECTOR 112
268#define GIRDLE 113 273#define GIRDLE 113
269#define FORCE 114 274#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 275#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 276#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
277
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 278#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 279#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 280#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 281#define WEAPON_IMPROVER 124
276 282
277/* unused: 125 - 129 283/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 284 * type 125 was MONEY_CHANGER
279 */ 285 */
286
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 287#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281#define DEEP_SWAMP 138 288#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139 289#define IDENTIFY_ALTAR 139
283 290
284 /*#define CANCELLATION 141*//* not used with new spell code */ 291/*#define CANCELLATION 141 */ /* not used with new spell code */
292
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 293#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286 294
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 295/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/ 296/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292 297
298#define RUNE 154
299#define TRAP 155
300
293#define POWER_CRYSTAL 156 301#define POWER_CRYSTAL 156
294#define CORPSE 157 302#define CORPSE 157
295 303
296#define DISEASE 158 304#define DISEASE 158
297#define SYMPTOM 159 305#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */ 306#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 307#define MATERIAL 161 /* Material for building */
300 308
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 309/* #define GPS 162 Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */ 310#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 311#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 312#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */ 313 potions, alchemy, or magic works here (elmex) */
306 314
307/* END TYPE DEFINE */ 315/* END TYPE DEFINE */
308 316
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 317#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 318
395#define SIZEOFFREE2 24 403#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 404#define SIZEOFFREE 49
397 405
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 406#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 407
400/* Flag structure now changed. 408/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 409 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 410 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 411 */
428 412
429/* Basic routines to do above */ 413/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 414#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 415#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
432#define CLEAR_FLAG(xyz, p) \ 416#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 417
469/* the flags */ 418/* the flags */
470 419
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 420#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 421#define FLAG_WIZ 1 /* Object has special privilegies */
493 442
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 443#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 444#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 445#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 446 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 447 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 448#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 449#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 450#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 451#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 452#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */

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