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Comparing deliantra/server/include/define.h (file contents):
Revision 1.102 by root, Mon Oct 12 14:00:58 2009 UTC vs.
Revision 1.136 by root, Wed May 4 19:39:43 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48 45
46#define MAXNUMLEVELS 256 // maximum number of levels possible
47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
48
49// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
50#define NAME_LEN 127 50#define NAME_LEN 127
51 51
52#undef MIN
53#undef MAX
54
55#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
56#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
54
55#define MAX_FOOD 999
57 56
58//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120 58#define MIN_WC -120
60#define MAX_WC 120 59#define MAX_WC 120
61#define MIN_AC -120 60#define MIN_AC -120
63#define MIN_DAM 0 62#define MIN_DAM 0
64#define MAX_DAM 200 63#define MAX_DAM 200
65#define MIN_DIGESTION -35 64#define MIN_DIGESTION -35
66#define MAX_DIGESTION 70 65#define MAX_DIGESTION 70
67 66
68#define MAX_BUF 1024 67#define MAX_BUF 1024 /* Used for all kinds of things */
69 /* Used for all kinds of things */
70#define VERY_BIG_BUF 2048
71#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
72#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
73
74#define FONTSIZE 3000 /* Max chars in font */
75
76#define MAX_ANIMATIONS 256
77 68
78#define MAX_NAME 48 69#define MAX_NAME 48
79#define MAX_EXT_TITLE 98
80 70
81#define ATTUNE_REPELL 16 // levels diff for attune/repell 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
82
83//TODO: remove all calls to fatal and replace them by cleanup
84#define OUT_OF_MEMORY 0
85#define MAP_ERROR 1
86#define ARCHTABLE_TOO_SMALL 2 // unused
87#define TOO_MANY_ERRORS 3
88 72
89/* TYPE DEFINES */ 73/* TYPE DEFINES */
90 74
91/* Only add new values to this list if somewhere in the program code, 75/* Only add new values to this list if somewhere in the program code,
92 * it is actually needed. Just because you add a new monster does not 76 * it is actually needed. Just because you add a new monster does not
111#define POTION 5 95#define POTION 5
112#define FOOD 6 96#define FOOD 6
113#define POISON 7 97#define POISON 7
114#define BOOK 8 98#define BOOK 8
115#define CLOCK 9 99#define CLOCK 9
116//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
117//11 101#define RANGED 11 // deliantra: other range item (skill based)
118//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
119#define ARROW 13 103#define ARROW 13
120#define BOW 14 104#define BOW 14
121#define WEAPON 15 105#define WEAPON 15
122#define ARMOUR 16 106#define ARMOUR 16
123#define PEDESTAL 17 107#define PEDESTAL 17
124#define ALTAR 18 108#define ALTAR 18
125//19 109#define T_MATCH 19
126#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
127#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
128#define MAP 22 112#define MAP 22
129#define DOOR 23 113#define DOOR 23
130#define KEY 24 114#define KEY 24
131//25 115#define PHYSICS 25 // deliantra: "things that move"
132#define TIMED_GATE 26 116#define TIMED_GATE 26
133#define TRIGGER 27 117#define TRIGGER 27
134#define GRIMREAPER 28 118#define GRIMREAPER 28
135#define MAGIC_EAR 29 119#define MAGIC_EAR 29
136#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
145#define AMULET 39 129#define AMULET 39
146#define PLAYERMOVER 40 130#define PLAYERMOVER 40
147#define TELEPORTER 41 131#define TELEPORTER 41
148#define CREATOR 42 132#define CREATOR 42
149#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
150//44 134#define IDENTIFY_ALTAR 44
151#define EARTHWALL 45 135#define EARTHWALL 45
152#define GOLEM 46 136#define GOLEM 46
153//47 137#define DEEP_SWAMP 47
154#define THROWN_OBJ 48 138#define THROWN_OBJ 48
155#define BLINDNESS 49 139#define BLINDNESS 49
156#define GOD 50 140#define GOD 50
157#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
158 * which notices the presense of 142 * which notices the presense of
173 157
174#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
175 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
176 */ 160 */
177#define GEM 60 161#define GEM 60
178//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
179#define FIREWALL 62 163#define FIREWALL 62
180#define ANVIL 63 164#define ANVIL 63
181#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 */
182#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
183 * values of last_sp set how to change: 167 * values of last_sp set how to change:
192#define EXIT 66 176#define EXIT 66
193#define ENCOUNTER 67 177#define ENCOUNTER 67
194#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
195#define SHOP_MAT 69 179#define SHOP_MAT 69
196#define RING 70 180#define RING 70
197#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
198#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
199#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
200#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
201#define LIGHTER 75 185#define LIGHTER 75
202//76 186//76
213#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
214//84 198//84
215#define SPELLBOOK 85 199#define SPELLBOOK 85
216//86 200//86
217#define CLOAK 87 201#define CLOAK 87
218//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
219//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
220#define SPINNER 90 205#define SPINNER 90
221#define GATE 91 206#define GATE 91
222#define BUTTON 92 207#define BUTTON 92
223#define CF_HANDLE 93 208#define T_HANDLE 93
224#define HOLE 94 209#define HOLE 94
225#define TRAPDOOR 95 210#define TRAPDOOR 95
226//96 211#define RUNE 96
227//97 212#define TRAP 97
228#define SIGN 98 213#define SIGN 98
229#define BOOTS 99 214#define BOOTS 99
230#define GLOVES 100 215#define GLOVES 100
231#define SPELL 101 216#define SPELL 101
232#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
233#define CONVERTER 103 218#define CONVERTER 103
234#define BRACERS 104 219#define BRACERS 104
235#define POISONING 105 220#define POISONING 105
236#define SAVEBED 106 221#define SAVEBED 106
237//107 222#define DISEASE 107
238//108 223#define SYMPTOM 108
239#define WAND 109 224#define WAND 109
240#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
241#define SCROLL 111 226#define SCROLL 111
242#define DIRECTOR 112 227#define DIRECTOR 112
243#define GIRDLE 113 228#define GIRDLE 113
244#define FORCE 114 229#define FORCE 114
245#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 */
246#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 */
247//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
248//118 233#define POWER_CRYSTAL 118
249//119 234#define CORPSE 119
250//120 235//120
251#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. */
252#define CONTAINER 122 237#define CONTAINER 122
253#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
254#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
255//125
256//126
257//127
258//128
259//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261//131
262//132
263//133
264//134
265//135
266//136
267//137
268#define DEEP_SWAMP 138
269#define IDENTIFY_ALTAR 139
270//140
271//141
272//142
273//143
274//144
275//145
276//146
277//147
278//148
279//149
280#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
281//151
282//152
283//153
284#define RUNE 154
285#define TRAP 155
286#define POWER_CRYSTAL 156
287#define CORPSE 157
288#define DISEASE 158
289#define SYMPTOM 159
290#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
291#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
292//162
293#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
294#define MAPSCRIPT 164 /* A perl-scripted connectable */
295#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
296 potions, alchemy, or magic works here (elmex) */
297 242
298#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
299 244
300/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
246
247typedef 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 */
254static 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;
301 275
302// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
303// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
304#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
305 279
397/* 371/*
398 * If any FLAG's are added or changed, make sure the flag_names structure in 372 * If any FLAG's are added or changed, make sure the flag_names structure in
399 * common/loader.C is updated. 373 * common/loader.C is updated.
400 */ 374 */
401 375
402/* Basic routines to do above */
403#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
404#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
406
407/* the flags */ 376/* the flags */
408 377
409#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
410#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
411#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 380#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
412#define FLAG_FREED 3 /* Object is in the list of free objects */ 381#define FLAG_FREED 3 /* Object is in the list of free objects */
413#define FLAG_WIZLOOK 4 /* disable los and lighting */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
414#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
415#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
416#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
417
418#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
419 387/*#define FLAG_WALK_ON 9*/
420/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
421/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
422
423#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
424
425/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 390/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
426/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 391/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
427#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 392#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
428
429#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
430#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
431#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
432#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
433#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
434#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 398#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
435#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 399#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
436#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
437#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
438#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
439#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
440
441/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
442/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
443/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
444
445#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 407#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
446#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
447#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
448#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 410#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
449#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
450#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
451#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
452#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
453#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
454#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
455#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
456#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
457#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
458
459#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 420#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
460#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 421//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
461#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
462#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 423#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
463#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
464 but can still attack at a distance */ 425 but can still attack at a distance */
465
466/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 426/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
467 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
468/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
469
470#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
471#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
472#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
473#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 432#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
474
475#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
476#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
477#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 435#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
478#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
479#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
480#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
481#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 439#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
482#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 440#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
483#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
484
485#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
486#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 443#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
487#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 444#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
488
489#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
490#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 446#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
491#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
492#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
493#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
494#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 450#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
495#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
496#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
497
498#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
499#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 454#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
500#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
501#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
502#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 457#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
503#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 458#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
504#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 459#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
505#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
506
507#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
508#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 462#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
509#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
510
511#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
512#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
513#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
514#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 467#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
515
516#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
517#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
518#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 470#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
519#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 471#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
520#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 472#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
521#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
522#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 474#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
523#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
524
525/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
526
527#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
528#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 478#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
529 * away (replaces ghosthit) 479 * away (replaces ghosthit)
530 */ 480 */
531#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 481#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
532 482
533#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
534 object */ 484 object */
535#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
536#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
537#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
538#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 488#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
539 * load_original_map() */ 489 * load_original_map() */
540//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 490#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
541// * the overlay, and is not subject to
542// * decay. */
543#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 491#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
544#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 492#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
545#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
546#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
547#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
548#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
549#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
550#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 498#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
499#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
500 * (for the quads world for instance)
501 */
551 502
503// temporary assignments
504#define FLAG_PHYSICS_QUEUE 114 // object queued for physics
505
552#define NUM_FLAGS 113 /* Should always be equal to the last 506#define NUM_FLAGS 115 /* Should always be equal to the last
553 * defined flag + 1. If you change this, 507 * defined flag + 1.
554 * make sure you update the flag_links
555 * in common/loader.l
556 */ 508 */
557 509
558/* If you add new movement types, you may need to update 510/* If you add new movement types, you may need to update
559 * describe_item() so properly describe those types. 511 * describe_item() so properly describe those types.
560 * change_abil() probably should be updated also. 512 * change_abil() probably should be updated also.
561 */ 513 */
562#define MOVE_WALK 0x01 /* Object walks */ 514#define MOVE_WALK 0x01 /* Object walks */
563#define MOVE_FLY_LOW 0x02 /* Low flying object */ 515#define MOVE_FLY_LOW 0x02 /* Low flying object */
564#define MOVE_FLY_HIGH 0x04 /* High flying object */ 516#define MOVE_FLY_HIGH 0x04 /* High flying object */
565#define MOVE_FLYING 0x06
566 /* Combo of fly_low and fly_high */
567#define MOVE_SWIM 0x08 /* Swimming object */ 517#define MOVE_SWIM 0x08 /* Swimming object */
568#define MOVE_BOAT 0x10 /* Boats/sailing */ 518#define MOVE_BOAT 0x10 /* Boats/sailing */
569#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 519#define MOVE_SHIP 0x20 /* boats suitable for oceans */
570 520
521#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
571#define MOVE_ALL 0x3f /* Mask of all movement types */ 522#define MOVE_ALL 0x3f /* Mask of all movement types */
572 523
573/* typdef here to define type large enough to hold bitmask of 524/* typdef here to define type large enough to hold bitmask of
574 * all movement types. Make one declaration so easy to update. 525 * all movement types. Make one declaration so easy to update.
575 */ 526 */
605 * slow down the game */ 556 * slow down the game */
606#define MAX_DARKNESS 5 /* maximum map darkness, there is no 557#define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 * practical reason to exceed this */ 558 * practical reason to exceed this */
608#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 559#define LOS_MAX 4 /* max. los value for non-blocked spaces */
609#define LOS_BLOCKED 100 /* fully blocked spaces */ 560#define LOS_BLOCKED 100 /* fully blocked spaces */
610#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 561#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
611 MAX_LIGHT_RADII:(xyz)->glow_radius; 562 MAX_LIGHT_RADII : (xyz)->glow_radius;
612// player position in blocked_los code 563// player position in blocked_los code
613#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 564#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
614#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 565#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
615 566
616 567
699 /* changing directions */ 650 /* changing directions */
700 /* this is VERTICAL movement */ 651 /* this is VERTICAL movement */
701#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 652#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
702#define HI4 240 653#define HI4 240
703 654
704#define BLANK_FACE_NAME "blank.x11" 655#define BLANK_FACE_NAME "blank.x11"
705#define EMPTY_FACE_NAME "empty.x11" 656#define EMPTY_FACE_NAME "empty.x11"
657#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
706 658
707/* 659/*
708 * Defines for the luck/random functions to make things more readable 660 * Defines for the luck/random functions to make things more readable
709 */ 661 */
710 662
713 665
714/* Flags for apply_special() */ 666/* Flags for apply_special() */
715enum apply_flag 667enum apply_flag
716{ 668{
717 /* Basic flags/mode, always use one of these */ 669 /* Basic flags/mode, always use one of these */
718 AP_TOGGLE = 0, 670 AP_TOGGLE = 0,
719 AP_APPLY = 1, 671 AP_APPLY = 0x01,
720 AP_UNAPPLY = 2, 672 AP_UNAPPLY = 0x02,
721 673 AP_MODE = 0x03,
722 AP_BASIC_FLAGS = 0x0f,
723 674
724 /* Optional flags, for bitwise or with a basic flag */ 675 /* Optional flags, for bitwise or with a basic flag */
725 AP_NO_MERGE = 0x10, 676 AP_NO_MERGE = 0x10,
726 AP_IGNORE_CURSE = 0x20, 677 AP_IGNORE_CURSE = 0x20,
727 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 678 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
728 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 679 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
729}; 680};
730 681
731/* Bitmask values for 'can_apply_object()' return values. 682/* Bitmask values for 'can_apply_object()' return values.
732 * the CAN_APPLY_ prefix is to just note what function the 683 * the CAN_APPLY_ prefix is to just note what function the
733 * are returned from. 684 * are returned from.
752 * this one can be applied. Think of rings - human is wearing two 703 * this one can be applied. Think of rings - human is wearing two
753 * rings and tries to apply one - there are two possible rings he 704 * rings and tries to apply one - there are two possible rings he
754 * could remove. 705 * could remove.
755 * 706 *
756 */ 707 */
757#define CAN_APPLY_NEVER 0x1 708#define CAN_APPLY_NEVER 0x01
758#define CAN_APPLY_RESTRICTION 0x2 709#define CAN_APPLY_RESTRICTION 0x02
759#define CAN_APPLY_NOT_MASK 0xf 710#define CAN_APPLY_NOT_MASK 0x0f
711
760#define CAN_APPLY_UNAPPLY 0x10 712#define CAN_APPLY_UNAPPLY 0x10
761#define CAN_APPLY_UNAPPLY_MULT 0x20 713#define CAN_APPLY_UNAPPLY_MULT 0x20
762#define CAN_APPLY_UNAPPLY_CHOICE 0x40 714#define CAN_APPLY_UNAPPLY_CHOICE 0x40
763 715
764// Cut off point of when an object is put on the active list or not 716// Cut off point of when an object is put on the active list or not
765// we use 2**-n because that can be represented exactly 717// we use 2**-n because that can be represented exactly
766// also make sure that this is a float, not double, constant 718// also make sure that this is a float, not double, constant.
719// some areas in the server divide by this value, so
720// to avoid integer overflows it should not be much lower.
767#define MIN_ACTIVE_SPEED (1.f / 65536.f) 721#define MIN_ACTIVE_SPEED (1.f / 65536.f)
722
723/* have mercy on players and guarantee a somewhat higher speed */
724#define MIN_PLAYER_SPEED 0.04f
768 725
769/* 726/*
770 * Warning! 727 * Warning!
771 * If you add message types here, don't forget 728 * If you add message types here, don't forget
772 * to keep the client up to date too! 729 * to keep the client up to date too!

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