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