… | |
… | |
96 | #define POISON 7 |
96 | #define POISON 7 |
97 | #define BOOK 8 |
97 | #define BOOK 8 |
98 | #define CLOCK 9 |
98 | #define CLOCK 9 |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
100 | #define RANGED 11 // deliantra: other range item (skill based) |
100 | #define RANGED 11 // deliantra: other range item (skill based) |
101 | //12 |
101 | #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ |
102 | #define ARROW 13 |
102 | #define ARROW 13 |
103 | #define BOW 14 |
103 | #define BOW 14 |
104 | #define WEAPON 15 |
104 | #define WEAPON 15 |
105 | #define ARMOUR 16 |
105 | #define ARMOUR 16 |
106 | #define PEDESTAL 17 |
106 | #define PEDESTAL 17 |
… | |
… | |
128 | #define AMULET 39 |
128 | #define AMULET 39 |
129 | #define PLAYERMOVER 40 |
129 | #define PLAYERMOVER 40 |
130 | #define TELEPORTER 41 |
130 | #define TELEPORTER 41 |
131 | #define CREATOR 42 |
131 | #define CREATOR 42 |
132 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
132 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
133 | //44 |
133 | #define IDENTIFY_ALTAR 44 |
134 | #define EARTHWALL 45 |
134 | #define EARTHWALL 45 |
135 | #define GOLEM 46 |
135 | #define GOLEM 46 |
136 | //47 |
136 | #define DEEP_SWAMP 47 |
137 | #define THROWN_OBJ 48 |
137 | #define THROWN_OBJ 48 |
138 | #define BLINDNESS 49 |
138 | #define BLINDNESS 49 |
139 | #define GOD 50 |
139 | #define GOD 50 |
140 | #define DETECTOR 51 /* peterm: detector is an object |
140 | #define DETECTOR 51 /* peterm: detector is an object |
141 | * which notices the presense of |
141 | * which notices the presense of |
… | |
… | |
156 | |
156 | |
157 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
157 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
158 | * a monster into a peaceful being incapable of attack. |
158 | * a monster into a peaceful being incapable of attack. |
159 | */ |
159 | */ |
160 | #define GEM 60 |
160 | #define GEM 60 |
161 | //61 |
161 | #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
162 | #define FIREWALL 62 |
162 | #define FIREWALL 62 |
163 | #define ANVIL 63 |
163 | #define ANVIL 63 |
164 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
164 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
165 | #define MOOD_FLOOR 65 /* |
165 | #define MOOD_FLOOR 65 /* |
166 | * values of last_sp set how to change: |
166 | * values of last_sp set how to change: |
… | |
… | |
196 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
196 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
197 | //84 |
197 | //84 |
198 | #define SPELLBOOK 85 |
198 | #define SPELLBOOK 85 |
199 | //86 |
199 | //86 |
200 | #define CLOAK 87 |
200 | #define CLOAK 87 |
201 | //88 |
201 | #define MAPSCRIPT 88 /* A perl-scripted connectable */ |
202 | //89 |
202 | #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, |
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203 | potions, alchemy, or magic works here (elmex) */ |
203 | #define SPINNER 90 |
204 | #define SPINNER 90 |
204 | #define GATE 91 |
205 | #define GATE 91 |
205 | #define BUTTON 92 |
206 | #define BUTTON 92 |
206 | #define T_HANDLE 93 |
207 | #define T_HANDLE 93 |
207 | #define HOLE 94 |
208 | #define HOLE 94 |
208 | #define TRAPDOOR 95 |
209 | #define TRAPDOOR 95 |
209 | //96 |
210 | #define RUNE 96 |
210 | //97 |
211 | #define TRAP 97 |
211 | #define SIGN 98 |
212 | #define SIGN 98 |
212 | #define BOOTS 99 |
213 | #define BOOTS 99 |
213 | #define GLOVES 100 |
214 | #define GLOVES 100 |
214 | #define SPELL 101 |
215 | #define SPELL 101 |
215 | #define SPELL_EFFECT 102 |
216 | #define SPELL_EFFECT 102 |
216 | #define CONVERTER 103 |
217 | #define CONVERTER 103 |
217 | #define BRACERS 104 |
218 | #define BRACERS 104 |
218 | #define POISONING 105 |
219 | #define POISONING 105 |
219 | #define SAVEBED 106 |
220 | #define SAVEBED 106 |
220 | //107 |
221 | #define DISEASE 107 |
221 | //108 |
222 | #define SYMPTOM 108 |
222 | #define WAND 109 |
223 | #define WAND 109 |
223 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
224 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
224 | #define SCROLL 111 |
225 | #define SCROLL 111 |
225 | #define DIRECTOR 112 |
226 | #define DIRECTOR 112 |
226 | #define GIRDLE 113 |
227 | #define GIRDLE 113 |
227 | #define FORCE 114 |
228 | #define FORCE 114 |
228 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
229 | #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 */ |
230 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
230 | //117 |
231 | #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ |
231 | //118 |
232 | #define POWER_CRYSTAL 118 |
232 | //119 |
233 | #define CORPSE 119 |
233 | //120 |
234 | //120 |
234 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
235 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
235 | #define CONTAINER 122 |
236 | #define CONTAINER 122 |
236 | #define ARMOUR_IMPROVER 123 |
237 | #define ARMOUR_IMPROVER 123 |
237 | #define WEAPON_IMPROVER 124 |
238 | #define WEAPON_IMPROVER 124 |
238 | //125 |
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239 | //126 |
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240 | //127 |
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241 | //128 |
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242 | //129 |
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243 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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244 | //131 |
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245 | //132 |
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246 | //133 |
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247 | //134 |
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248 | //135 |
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249 | //136 |
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250 | //137 |
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251 | #define DEEP_SWAMP 138 |
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252 | #define IDENTIFY_ALTAR 139 |
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253 | //140 |
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254 | //141 |
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255 | //142 |
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256 | //143 |
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257 | //144 |
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258 | //145 |
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259 | //146 |
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260 | //147 |
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261 | //148 |
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262 | //149 |
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263 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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264 | //151 |
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265 | //152 |
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266 | //153 |
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267 | #define RUNE 154 |
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268 | #define TRAP 155 |
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269 | #define POWER_CRYSTAL 156 |
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270 | #define CORPSE 157 |
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271 | #define DISEASE 158 |
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272 | #define SYMPTOM 159 |
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273 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
239 | #define BUILDER 125 /* Generic item builder, see subtypes */ |
274 | #define MATERIAL 161 /* Material for building */ |
240 | #define MATERIAL 126 /* Material for building */ |
275 | //162 |
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276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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277 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
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278 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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279 | potions, alchemy, or magic works here (elmex) */ |
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280 | |
241 | |
281 | #define NUM_TYPES 166 // must be max(type) + 1 |
242 | #define NUM_TYPES 127 // must be max(type) + 1 |
282 | |
243 | |
283 | /* END TYPE DEFINE */ |
244 | /* END TYPE DEFINE */ |
284 | |
245 | |
285 | typedef std::bitset<NUM_TYPES> typeset; |
246 | typedef std::bitset<NUM_TYPES> typeset; |
286 | |
247 | |
… | |
… | |
409 | /* |
370 | /* |
410 | * If any FLAG's are added or changed, make sure the flag_names structure in |
371 | * If any FLAG's are added or changed, make sure the flag_names structure in |
411 | * common/loader.C is updated. |
372 | * common/loader.C is updated. |
412 | */ |
373 | */ |
413 | |
374 | |
414 | /* Basic routines to do above */ |
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415 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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416 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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417 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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418 | |
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419 | /* the flags */ |
375 | /* the flags */ |
420 | |
376 | |
421 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
377 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
422 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
378 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
423 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
379 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
424 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
380 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
425 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
381 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
426 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
382 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
427 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
383 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
428 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
384 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
429 | |
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|
430 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
385 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
431 | /*#define FLAG_WALK_ON 9*/ |
386 | /*#define FLAG_WALK_ON 9*/ |
432 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
387 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
433 | |
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|
434 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
388 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
435 | |
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436 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
389 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
437 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
390 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
438 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
391 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
439 | |
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440 | #define FLAG_MONSTER 14 /* Will attack players */ |
392 | #define FLAG_MONSTER 14 /* Will attack players */ |
441 | #define FLAG_FRIENDLY 15 /* Will help players */ |
393 | #define FLAG_FRIENDLY 15 /* Will help players */ |
442 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
394 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
443 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
395 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
444 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
396 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
… | |
… | |
446 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
398 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
447 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
399 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
448 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
400 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
449 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
401 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
450 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
402 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
451 | |
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|
452 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
403 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
453 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
404 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
454 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
405 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
455 | |
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|
456 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
406 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
457 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
407 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
458 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
408 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
459 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
409 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
460 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
410 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
… | |
… | |
464 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
414 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
465 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
415 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
466 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
416 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
467 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
417 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
468 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
418 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
469 | |
|
|
470 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
419 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
471 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
420 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
472 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
421 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
473 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
422 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
474 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
423 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
475 | but can still attack at a distance */ |
424 | but can still attack at a distance */ |
476 | |
|
|
477 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
425 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
478 | thru this object as if it wasn't there */ |
426 | thru this object as if it wasn't there */ |
479 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
427 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
480 | |
|
|
481 | #define FLAG_PICK_UP 48 /* Can pick up */ |
428 | #define FLAG_PICK_UP 48 /* Can pick up */ |
482 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
429 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
483 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
430 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
484 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
431 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
485 | |
|
|
486 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
432 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
487 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
433 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
488 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
434 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
489 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
435 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
490 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
436 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
491 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
437 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
492 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
438 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
493 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
439 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
494 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
440 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
495 | |
|
|
496 | #define FLAG_XRAYS 61 /* X-ray vision */ |
441 | #define FLAG_XRAYS 61 /* X-ray vision */ |
497 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
442 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
498 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
443 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
499 | |
|
|
500 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
444 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
501 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
445 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
502 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
446 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
503 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
447 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
504 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
448 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
505 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
449 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
506 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
450 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
507 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
451 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
508 | |
|
|
509 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
452 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
510 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
453 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
511 | #define FLAG_CURSED 74 /* The object is cursed */ |
454 | #define FLAG_CURSED 74 /* The object is cursed */ |
512 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
455 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
513 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
456 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
514 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
457 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
515 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
458 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
516 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
459 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
517 | |
|
|
518 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
460 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
519 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
461 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
520 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
462 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
521 | |
|
|
522 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
463 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
523 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
464 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
524 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
465 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
525 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
466 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
526 | |
|
|
527 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
467 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
528 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
468 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
529 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
469 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
530 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
470 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
531 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
471 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
532 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
472 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
533 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
473 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
534 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
474 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
535 | |
|
|
536 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
475 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
537 | |
|
|
538 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
476 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
539 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
477 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
540 | * away (replaces ghosthit) |
478 | * away (replaces ghosthit) |
541 | */ |
479 | */ |
542 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
480 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
… | |
… | |
569 | * change_abil() probably should be updated also. |
507 | * change_abil() probably should be updated also. |
570 | */ |
508 | */ |
571 | #define MOVE_WALK 0x01 /* Object walks */ |
509 | #define MOVE_WALK 0x01 /* Object walks */ |
572 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
510 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
573 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
511 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
574 | #define MOVE_FLYING 0x06 |
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575 | /* Combo of fly_low and fly_high */ |
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576 | #define MOVE_SWIM 0x08 /* Swimming object */ |
512 | #define MOVE_SWIM 0x08 /* Swimming object */ |
577 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
513 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
578 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
514 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
579 | |
515 | |
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516 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
580 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
517 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
581 | |
518 | |
582 | /* typdef here to define type large enough to hold bitmask of |
519 | /* typdef here to define type large enough to hold bitmask of |
583 | * all movement types. Make one declaration so easy to update. |
520 | * all movement types. Make one declaration so easy to update. |
584 | */ |
521 | */ |
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708 | /* changing directions */ |
645 | /* changing directions */ |
709 | /* this is VERTICAL movement */ |
646 | /* this is VERTICAL movement */ |
710 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
647 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
711 | #define HI4 240 |
648 | #define HI4 240 |
712 | |
649 | |
713 | #define BLANK_FACE_NAME "blank.x11" |
650 | #define BLANK_FACE_NAME "blank.x11" |
714 | #define EMPTY_FACE_NAME "empty.x11" |
651 | #define EMPTY_FACE_NAME "empty.x11" |
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652 | #define MAGICMOUTH_FACE_NAME "magicmouth.x11" |
715 | |
653 | |
716 | /* |
654 | /* |
717 | * Defines for the luck/random functions to make things more readable |
655 | * Defines for the luck/random functions to make things more readable |
718 | */ |
656 | */ |
719 | |
657 | |
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770 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
708 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
771 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
709 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
772 | |
710 | |
773 | // Cut off point of when an object is put on the active list or not |
711 | // Cut off point of when an object is put on the active list or not |
774 | // we use 2**-n because that can be represented exactly |
712 | // we use 2**-n because that can be represented exactly |
775 | // also make sure that this is a float, not double, constant |
713 | // also make sure that this is a float, not double, constant. |
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714 | // some areas in the server divide by this value, so |
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715 | // to avoid integer overflows it should not be much lower. |
776 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
716 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
777 | |
717 | |
778 | /* have mercy on players and guarantee a somewhat higher speed */ |
718 | /* have mercy on players and guarantee a somewhat higher speed */ |
779 | #define MIN_PLAYER_SPEED 0.04f |
719 | #define MIN_PLAYER_SPEED 0.04f |
780 | |
720 | |