… | |
… | |
49 | #define NAME_LEN 127 |
49 | #define NAME_LEN 127 |
50 | |
50 | |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
53 | |
53 | |
|
|
54 | #define MAX_FOOD 999 |
|
|
55 | |
54 | //TODO: not only use more reasonable values, also enforce them |
56 | //TODO: not only use more reasonable values, also enforce them |
55 | #define MIN_WC -120 |
57 | #define MIN_WC -120 |
56 | #define MAX_WC 120 |
58 | #define MAX_WC 120 |
57 | #define MIN_AC -120 |
59 | #define MIN_AC -120 |
58 | #define MAX_AC 120 |
60 | #define MAX_AC 120 |
… | |
… | |
65 | |
67 | |
66 | #define MAX_NAME 48 |
68 | #define MAX_NAME 48 |
67 | |
69 | |
68 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
70 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
69 | |
71 | |
70 | //TODO: remove all calls to fatal and replace them by cleanup |
|
|
71 | #define OUT_OF_MEMORY 0 |
|
|
72 | #define MAP_ERROR 1 |
|
|
73 | #define ARCHTABLE_TOO_SMALL 2 // unused |
|
|
74 | #define TOO_MANY_ERRORS 3 |
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|
75 | |
|
|
76 | /* TYPE DEFINES */ |
72 | /* TYPE DEFINES */ |
77 | |
73 | |
78 | /* Only add new values to this list if somewhere in the program code, |
74 | /* Only add new values to this list if somewhere in the program code, |
79 | * it is actually needed. Just because you add a new monster does not |
75 | * it is actually needed. Just because you add a new monster does not |
80 | * mean it has to have a type defined here. That only needs to happen |
76 | * mean it has to have a type defined here. That only needs to happen |
… | |
… | |
98 | #define POTION 5 |
94 | #define POTION 5 |
99 | #define FOOD 6 |
95 | #define FOOD 6 |
100 | #define POISON 7 |
96 | #define POISON 7 |
101 | #define BOOK 8 |
97 | #define BOOK 8 |
102 | #define CLOCK 9 |
98 | #define CLOCK 9 |
103 | #define VEIN 10 // deliantra: minerla/ore/whatever vein |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
104 | //11 |
100 | #define RANGED 11 // deliantra: other range item (skill based) |
105 | //12 |
101 | #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ |
106 | #define ARROW 13 |
102 | #define ARROW 13 |
107 | #define BOW 14 |
103 | #define BOW 14 |
108 | #define WEAPON 15 |
104 | #define WEAPON 15 |
109 | #define ARMOUR 16 |
105 | #define ARMOUR 16 |
110 | #define PEDESTAL 17 |
106 | #define PEDESTAL 17 |
… | |
… | |
132 | #define AMULET 39 |
128 | #define AMULET 39 |
133 | #define PLAYERMOVER 40 |
129 | #define PLAYERMOVER 40 |
134 | #define TELEPORTER 41 |
130 | #define TELEPORTER 41 |
135 | #define CREATOR 42 |
131 | #define CREATOR 42 |
136 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
132 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
137 | //44 |
133 | #define IDENTIFY_ALTAR 44 |
138 | #define EARTHWALL 45 |
134 | #define EARTHWALL 45 |
139 | #define GOLEM 46 |
135 | #define GOLEM 46 |
140 | //47 |
136 | #define DEEP_SWAMP 47 |
141 | #define THROWN_OBJ 48 |
137 | #define THROWN_OBJ 48 |
142 | #define BLINDNESS 49 |
138 | #define BLINDNESS 49 |
143 | #define GOD 50 |
139 | #define GOD 50 |
144 | #define DETECTOR 51 /* peterm: detector is an object |
140 | #define DETECTOR 51 /* peterm: detector is an object |
145 | * which notices the presense of |
141 | * which notices the presense of |
… | |
… | |
160 | |
156 | |
161 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
157 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
162 | * a monster into a peaceful being incapable of attack. |
158 | * a monster into a peaceful being incapable of attack. |
163 | */ |
159 | */ |
164 | #define GEM 60 |
160 | #define GEM 60 |
165 | //61 |
161 | #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
166 | #define FIREWALL 62 |
162 | #define FIREWALL 62 |
167 | #define ANVIL 63 |
163 | #define ANVIL 63 |
168 | #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 */ |
169 | #define MOOD_FLOOR 65 /* |
165 | #define MOOD_FLOOR 65 /* |
170 | * values of last_sp set how to change: |
166 | * values of last_sp set how to change: |
… | |
… | |
179 | #define EXIT 66 |
175 | #define EXIT 66 |
180 | #define ENCOUNTER 67 |
176 | #define ENCOUNTER 67 |
181 | #define SHOP_FLOOR 68 |
177 | #define SHOP_FLOOR 68 |
182 | #define SHOP_MAT 69 |
178 | #define SHOP_MAT 69 |
183 | #define RING 70 |
179 | #define RING 70 |
184 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
180 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
185 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
181 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
186 | #define INORGANIC 73 /* metals and minerals */ |
182 | #define INORGANIC 73 /* metals and minerals */ |
187 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
183 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
188 | #define LIGHTER 75 |
184 | #define LIGHTER 75 |
189 | //76 |
185 | //76 |
… | |
… | |
200 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
196 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
201 | //84 |
197 | //84 |
202 | #define SPELLBOOK 85 |
198 | #define SPELLBOOK 85 |
203 | //86 |
199 | //86 |
204 | #define CLOAK 87 |
200 | #define CLOAK 87 |
205 | //88 |
201 | #define MAPSCRIPT 88 /* A perl-scripted connectable */ |
206 | //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) */ |
207 | #define SPINNER 90 |
204 | #define SPINNER 90 |
208 | #define GATE 91 |
205 | #define GATE 91 |
209 | #define BUTTON 92 |
206 | #define BUTTON 92 |
210 | #define T_HANDLE 93 |
207 | #define T_HANDLE 93 |
211 | #define HOLE 94 |
208 | #define HOLE 94 |
212 | #define TRAPDOOR 95 |
209 | #define TRAPDOOR 95 |
213 | //96 |
210 | #define RUNE 96 |
214 | //97 |
211 | #define TRAP 97 |
215 | #define SIGN 98 |
212 | #define SIGN 98 |
216 | #define BOOTS 99 |
213 | #define BOOTS 99 |
217 | #define GLOVES 100 |
214 | #define GLOVES 100 |
218 | #define SPELL 101 |
215 | #define SPELL 101 |
219 | #define SPELL_EFFECT 102 |
216 | #define SPELL_EFFECT 102 |
220 | #define CONVERTER 103 |
217 | #define CONVERTER 103 |
221 | #define BRACERS 104 |
218 | #define BRACERS 104 |
222 | #define POISONING 105 |
219 | #define POISONING 105 |
223 | #define SAVEBED 106 |
220 | #define SAVEBED 106 |
224 | //107 |
221 | #define DISEASE 107 |
225 | //108 |
222 | #define SYMPTOM 108 |
226 | #define WAND 109 |
223 | #define WAND 109 |
227 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
224 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
228 | #define SCROLL 111 |
225 | #define SCROLL 111 |
229 | #define DIRECTOR 112 |
226 | #define DIRECTOR 112 |
230 | #define GIRDLE 113 |
227 | #define GIRDLE 113 |
231 | #define FORCE 114 |
228 | #define FORCE 114 |
232 | #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 */ |
233 | #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 */ |
234 | //117 |
231 | #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ |
235 | //118 |
232 | #define POWER_CRYSTAL 118 |
236 | //119 |
233 | #define CORPSE 119 |
237 | //120 |
234 | //120 |
238 | #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. */ |
239 | #define CONTAINER 122 |
236 | #define CONTAINER 122 |
240 | #define ARMOUR_IMPROVER 123 |
237 | #define ARMOUR_IMPROVER 123 |
241 | #define WEAPON_IMPROVER 124 |
238 | #define WEAPON_IMPROVER 124 |
242 | //125 |
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243 | //126 |
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244 | //127 |
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245 | //128 |
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246 | //129 |
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247 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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248 | //131 |
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249 | //132 |
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250 | //133 |
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251 | //134 |
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252 | //135 |
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253 | //136 |
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254 | //137 |
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255 | #define DEEP_SWAMP 138 |
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256 | #define IDENTIFY_ALTAR 139 |
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257 | //140 |
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258 | //141 |
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259 | //142 |
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260 | //143 |
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261 | //144 |
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262 | //145 |
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263 | //146 |
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264 | //147 |
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265 | //148 |
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266 | //149 |
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267 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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268 | //151 |
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269 | //152 |
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270 | //153 |
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271 | #define RUNE 154 |
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272 | #define TRAP 155 |
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273 | #define POWER_CRYSTAL 156 |
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274 | #define CORPSE 157 |
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275 | #define DISEASE 158 |
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|
276 | #define SYMPTOM 159 |
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277 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
239 | #define BUILDER 125 /* Generic item builder, see subtypes */ |
278 | #define MATERIAL 161 /* Material for building */ |
240 | #define MATERIAL 126 /* Material for building */ |
279 | //162 |
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280 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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281 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
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282 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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283 | potions, alchemy, or magic works here (elmex) */ |
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284 | |
241 | |
285 | #define NUM_TYPES 166 // must be max(type) + 1 |
242 | #define NUM_TYPES 127 // must be max(type) + 1 |
286 | |
243 | |
287 | /* END TYPE DEFINE */ |
244 | /* END TYPE DEFINE */ |
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245 | |
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246 | typedef std::bitset<NUM_TYPES> typeset; |
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247 | |
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|
248 | /* These are the items that currently can change digestion, regeneration, |
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249 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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250 | * list, but other items store other info into stats array. |
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251 | * As a special exception, bows use stats.sp for their own purposes. |
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252 | */ |
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|
253 | static const struct digest_types : typeset |
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254 | { |
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255 | digest_types () |
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256 | { |
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257 | set (WEAPON); |
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258 | set (BOW); |
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259 | set (ARMOUR); |
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260 | set (HELMET); |
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261 | set (SHIELD); |
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262 | set (RING); |
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263 | set (BOOTS); |
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264 | set (GLOVES); |
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265 | set (AMULET); |
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266 | set (GIRDLE); |
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267 | set (BRACERS); |
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268 | set (CLOAK); |
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|
269 | set (DISEASE); |
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270 | set (FORCE); |
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271 | set (SKILL); |
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|
272 | } |
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|
273 | } digest_types; |
288 | |
274 | |
289 | // maximum supported subtype number + 1, can be increased to 256 |
275 | // maximum supported subtype number + 1, can be increased to 256 |
290 | // currently (2007-09) in use: 50 |
276 | // currently (2007-09) in use: 50 |
291 | #define NUM_SUBTYPES 64 |
277 | #define NUM_SUBTYPES 64 |
292 | |
278 | |
… | |
… | |
383 | |
369 | |
384 | /* |
370 | /* |
385 | * 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 |
386 | * common/loader.C is updated. |
372 | * common/loader.C is updated. |
387 | */ |
373 | */ |
388 | |
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|
389 | /* Basic routines to do above */ |
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|
390 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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|
391 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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|
392 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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|
393 | |
374 | |
394 | /* the flags */ |
375 | /* the flags */ |
395 | |
376 | |
396 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
377 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
397 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
378 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
… | |
… | |
401 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
382 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
402 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
383 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
403 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
384 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
404 | |
385 | |
405 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
406 | |
387 | /*#define FLAG_WALK_ON 9*/ |
407 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
|
|
408 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
409 | |
389 | |
410 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
411 | |
391 | |
412 | /*#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 */ |
… | |
… | |
590 | * slow down the game */ |
570 | * slow down the game */ |
591 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
571 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
592 | * practical reason to exceed this */ |
572 | * practical reason to exceed this */ |
593 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
573 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
594 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
574 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
595 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
575 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
596 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
576 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
597 | // player position in blocked_los code |
577 | // player position in blocked_los code |
598 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
578 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
599 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
579 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
600 | |
580 | |
601 | |
581 | |
… | |
… | |
698 | |
678 | |
699 | /* Flags for apply_special() */ |
679 | /* Flags for apply_special() */ |
700 | enum apply_flag |
680 | enum apply_flag |
701 | { |
681 | { |
702 | /* Basic flags/mode, always use one of these */ |
682 | /* Basic flags/mode, always use one of these */ |
703 | AP_TOGGLE = 0, |
683 | AP_TOGGLE = 0, |
704 | AP_APPLY = 1, |
684 | AP_APPLY = 0x01, |
705 | AP_UNAPPLY = 2, |
685 | AP_UNAPPLY = 0x02, |
706 | |
686 | AP_MODE = 0x03, |
707 | AP_BASIC_FLAGS = 0x0f, |
|
|
708 | |
687 | |
709 | /* Optional flags, for bitwise or with a basic flag */ |
688 | /* Optional flags, for bitwise or with a basic flag */ |
710 | AP_NO_MERGE = 0x10, |
689 | AP_NO_MERGE = 0x10, |
711 | AP_IGNORE_CURSE = 0x20, |
690 | AP_IGNORE_CURSE = 0x20, |
712 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
691 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
713 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
692 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
714 | }; |
693 | }; |
715 | |
694 | |
716 | /* Bitmask values for 'can_apply_object()' return values. |
695 | /* Bitmask values for 'can_apply_object()' return values. |
717 | * the CAN_APPLY_ prefix is to just note what function the |
696 | * the CAN_APPLY_ prefix is to just note what function the |
718 | * are returned from. |
697 | * are returned from. |
… | |
… | |
737 | * this one can be applied. Think of rings - human is wearing two |
716 | * this one can be applied. Think of rings - human is wearing two |
738 | * rings and tries to apply one - there are two possible rings he |
717 | * rings and tries to apply one - there are two possible rings he |
739 | * could remove. |
718 | * could remove. |
740 | * |
719 | * |
741 | */ |
720 | */ |
742 | #define CAN_APPLY_NEVER 0x1 |
721 | #define CAN_APPLY_NEVER 0x01 |
743 | #define CAN_APPLY_RESTRICTION 0x2 |
722 | #define CAN_APPLY_RESTRICTION 0x02 |
744 | #define CAN_APPLY_NOT_MASK 0xf |
723 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
724 | |
745 | #define CAN_APPLY_UNAPPLY 0x10 |
725 | #define CAN_APPLY_UNAPPLY 0x10 |
746 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
726 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
747 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
727 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
748 | |
728 | |
749 | // Cut off point of when an object is put on the active list or not |
729 | // Cut off point of when an object is put on the active list or not |
750 | // we use 2**-n because that can be represented exactly |
730 | // we use 2**-n because that can be represented exactly |
751 | // also make sure that this is a float, not double, constant |
731 | // also make sure that this is a float, not double, constant. |
|
|
732 | // some areas in the server divide by this value, so |
|
|
733 | // to avoid integer overflows it should not be much lower. |
752 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
734 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
753 | |
735 | |
754 | /* have mercy on players and guarantee a somewhat higher speed */ |
736 | /* have mercy on players and guarantee a somewhat higher speed */ |
755 | #define MIN_PLAYER_SPEED 0.04f |
737 | #define MIN_PLAYER_SPEED 0.04f |
756 | |
738 | |