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Comparing deliantra/server/include/define.h (file contents):
Revision 1.104 by root, Thu Oct 15 20:12:35 2009 UTC vs.
Revision 1.134 by root, Tue May 3 17:12:14 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
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 /* Used for all kinds of things */ 67#define MAX_BUF 1024 /* Used for all kinds of things */
69#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
70 68
71#define MAX_NAME 48 69#define MAX_NAME 48
72 70
73#define ATTUNE_REPELL 16 // levels diff for attune/repell 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
74
75//TODO: remove all calls to fatal and replace them by cleanup
76#define OUT_OF_MEMORY 0
77#define MAP_ERROR 1
78#define ARCHTABLE_TOO_SMALL 2 // unused
79#define TOO_MANY_ERRORS 3
80 72
81/* TYPE DEFINES */ 73/* TYPE DEFINES */
82 74
83/* 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,
84 * 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
103#define POTION 5 95#define POTION 5
104#define FOOD 6 96#define FOOD 6
105#define POISON 7 97#define POISON 7
106#define BOOK 8 98#define BOOK 8
107#define CLOCK 9 99#define CLOCK 9
108//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
109//11 101#define RANGED 11 // deliantra: other range item (skill based)
110//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
111#define ARROW 13 103#define ARROW 13
112#define BOW 14 104#define BOW 14
113#define WEAPON 15 105#define WEAPON 15
114#define ARMOUR 16 106#define ARMOUR 16
115#define PEDESTAL 17 107#define PEDESTAL 17
118#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
119#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
120#define MAP 22 112#define MAP 22
121#define DOOR 23 113#define DOOR 23
122#define KEY 24 114#define KEY 24
123//25 115#define PHYSICS 25 // deliantra: "things that move"
124#define TIMED_GATE 26 116#define TIMED_GATE 26
125#define TRIGGER 27 117#define TRIGGER 27
126#define GRIMREAPER 28 118#define GRIMREAPER 28
127#define MAGIC_EAR 29 119#define MAGIC_EAR 29
128#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
137#define AMULET 39 129#define AMULET 39
138#define PLAYERMOVER 40 130#define PLAYERMOVER 40
139#define TELEPORTER 41 131#define TELEPORTER 41
140#define CREATOR 42 132#define CREATOR 42
141#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
142//44 134#define IDENTIFY_ALTAR 44
143#define EARTHWALL 45 135#define EARTHWALL 45
144#define GOLEM 46 136#define GOLEM 46
145//47 137#define DEEP_SWAMP 47
146#define THROWN_OBJ 48 138#define THROWN_OBJ 48
147#define BLINDNESS 49 139#define BLINDNESS 49
148#define GOD 50 140#define GOD 50
149#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
150 * which notices the presense of 142 * which notices the presense of
165 157
166#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
167 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
168 */ 160 */
169#define GEM 60 161#define GEM 60
170//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
171#define FIREWALL 62 163#define FIREWALL 62
172#define ANVIL 63 164#define ANVIL 63
173#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 */
174#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
175 * values of last_sp set how to change: 167 * values of last_sp set how to change:
184#define EXIT 66 176#define EXIT 66
185#define ENCOUNTER 67 177#define ENCOUNTER 67
186#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
187#define SHOP_MAT 69 179#define SHOP_MAT 69
188#define RING 70 180#define RING 70
189#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
190#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
191#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
192#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
193#define LIGHTER 75 185#define LIGHTER 75
194//76 186//76
205#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
206//84 198//84
207#define SPELLBOOK 85 199#define SPELLBOOK 85
208//86 200//86
209#define CLOAK 87 201#define CLOAK 87
210//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
211//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
212#define SPINNER 90 205#define SPINNER 90
213#define GATE 91 206#define GATE 91
214#define BUTTON 92 207#define BUTTON 92
215#define T_HANDLE 93 208#define T_HANDLE 93
216#define HOLE 94 209#define HOLE 94
217#define TRAPDOOR 95 210#define TRAPDOOR 95
218//96 211#define RUNE 96
219//97 212#define TRAP 97
220#define SIGN 98 213#define SIGN 98
221#define BOOTS 99 214#define BOOTS 99
222#define GLOVES 100 215#define GLOVES 100
223#define SPELL 101 216#define SPELL 101
224#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
225#define CONVERTER 103 218#define CONVERTER 103
226#define BRACERS 104 219#define BRACERS 104
227#define POISONING 105 220#define POISONING 105
228#define SAVEBED 106 221#define SAVEBED 106
229//107 222#define DISEASE 107
230//108 223#define SYMPTOM 108
231#define WAND 109 224#define WAND 109
232#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
233#define SCROLL 111 226#define SCROLL 111
234#define DIRECTOR 112 227#define DIRECTOR 112
235#define GIRDLE 113 228#define GIRDLE 113
236#define FORCE 114 229#define FORCE 114
237#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 */
238#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 */
239//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
240//118 233#define POWER_CRYSTAL 118
241//119 234#define CORPSE 119
242//120 235//120
243#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. */
244#define CONTAINER 122 237#define CONTAINER 122
245#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
246#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
247//125
248//126
249//127
250//128
251//129
252#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
253//131
254//132
255//133
256//134
257//135
258//136
259//137
260#define DEEP_SWAMP 138
261#define IDENTIFY_ALTAR 139
262//140
263//141
264//142
265//143
266//144
267//145
268//146
269//147
270//148
271//149
272#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
273//151
274//152
275//153
276#define RUNE 154
277#define TRAP 155
278#define POWER_CRYSTAL 156
279#define CORPSE 157
280#define DISEASE 158
281#define SYMPTOM 159
282#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
283#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
284//162
285#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
286#define MAPSCRIPT 164 /* A perl-scripted connectable */
287#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
288 potions, alchemy, or magic works here (elmex) */
289 242
290#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
291 244
292/* 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;
293 275
294// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
295// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
296#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
297 279
389/* 371/*
390 * 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
391 * common/loader.C is updated. 373 * common/loader.C is updated.
392 */ 374 */
393 375
394/* Basic routines to do above */
395#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
396#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
397#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
398
399/* the flags */ 376/* the flags */
400 377
401#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
402#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
403#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 */
404#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 */
405#define FLAG_WIZLOOK 4 /* disable los and lighting */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
406#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
407#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
408#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
409
410#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
411 387/*#define FLAG_WALK_ON 9*/
412/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
413/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
414
415#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
416
417/*#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 */
418/*#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) */
419#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? */
420
421#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
422#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
423#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
424#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
425#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
426#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
427#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. */
428#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
429#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
430#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
431#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
432
433/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
434/*#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 */
435/*#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 */
436
437#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 */
438#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
439#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
440#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 */
441#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
442#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
443#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
444#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
445#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
446#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
447#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
448#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
449#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
450
451#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 */
452#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 */
453#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
454#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 */
455#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
456 but can still attack at a distance */ 425 but can still attack at a distance */
457
458/*#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 \
459 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
460/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
461
462#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
463#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
464#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
465#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 */
466
467#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
468#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
469#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 */
470#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
471#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
472#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
473#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 */
474#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) */
475#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
476
477#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
478#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 */
479#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 */
480
481#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
482#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 */
483#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
484#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
485#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
486#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 */
487#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
488#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
489
490#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
491#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 */
492#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
493#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
494#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 */
495#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 */
496#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 */
497#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
498
499#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
500#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 */
501#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
502
503#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
504#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
505#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
506#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 */
507
508#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
509#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
510#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 */
511#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 */
512#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 */
513#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
514#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 */
515#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
516
517/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
518
519#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
520#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
521 * away (replaces ghosthit) 479 * away (replaces ghosthit)
522 */ 480 */
523#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
524 482
525#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
526 object */ 484 object */
527#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
528#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
529#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
530#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
531 * load_original_map() */ 489 * load_original_map() */
532//#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 */
533// * the overlay, and is not subject to
534// * decay. */
535#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' */
536#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' */
537#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
538#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
539#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 */
540#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
541#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 */
542#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 */
543 502
544#define NUM_FLAGS 113 /* Should always be equal to the last 503#define NUM_FLAGS 114 /* Should always be equal to the last
545 * defined flag + 1. If you change this, 504 * defined flag + 1. If you change this,
546 * make sure you update the flag_links 505 * make sure you update the flag_links
547 * in common/loader.l 506 * in common/loader.l
548 */ 507 */
549 508
550/* If you add new movement types, you may need to update 509/* If you add new movement types, you may need to update
551 * describe_item() so properly describe those types. 510 * describe_item() so properly describe those types.
552 * change_abil() probably should be updated also. 511 * change_abil() probably should be updated also.
553 */ 512 */
554#define MOVE_WALK 0x01 /* Object walks */ 513#define MOVE_WALK 0x01 /* Object walks */
555#define MOVE_FLY_LOW 0x02 /* Low flying object */ 514#define MOVE_FLY_LOW 0x02 /* Low flying object */
556#define MOVE_FLY_HIGH 0x04 /* High flying object */ 515#define MOVE_FLY_HIGH 0x04 /* High flying object */
557#define MOVE_FLYING 0x06
558 /* Combo of fly_low and fly_high */
559#define MOVE_SWIM 0x08 /* Swimming object */ 516#define MOVE_SWIM 0x08 /* Swimming object */
560#define MOVE_BOAT 0x10 /* Boats/sailing */ 517#define MOVE_BOAT 0x10 /* Boats/sailing */
561#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 518#define MOVE_SHIP 0x20 /* boats suitable for oceans */
562 519
520#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
563#define MOVE_ALL 0x3f /* Mask of all movement types */ 521#define MOVE_ALL 0x3f /* Mask of all movement types */
564 522
565/* typdef here to define type large enough to hold bitmask of 523/* typdef here to define type large enough to hold bitmask of
566 * all movement types. Make one declaration so easy to update. 524 * all movement types. Make one declaration so easy to update.
567 */ 525 */
597 * slow down the game */ 555 * slow down the game */
598#define MAX_DARKNESS 5 /* maximum map darkness, there is no 556#define MAX_DARKNESS 5 /* maximum map darkness, there is no
599 * practical reason to exceed this */ 557 * practical reason to exceed this */
600#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 558#define LOS_MAX 4 /* max. los value for non-blocked spaces */
601#define LOS_BLOCKED 100 /* fully blocked spaces */ 559#define LOS_BLOCKED 100 /* fully blocked spaces */
602#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 560#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
603 MAX_LIGHT_RADII:(xyz)->glow_radius; 561 MAX_LIGHT_RADII : (xyz)->glow_radius;
604// player position in blocked_los code 562// player position in blocked_los code
605#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 563#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
606#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 564#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
607 565
608 566
691 /* changing directions */ 649 /* changing directions */
692 /* this is VERTICAL movement */ 650 /* this is VERTICAL movement */
693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 651#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
694#define HI4 240 652#define HI4 240
695 653
696#define BLANK_FACE_NAME "blank.x11" 654#define BLANK_FACE_NAME "blank.x11"
697#define EMPTY_FACE_NAME "empty.x11" 655#define EMPTY_FACE_NAME "empty.x11"
656#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
698 657
699/* 658/*
700 * Defines for the luck/random functions to make things more readable 659 * Defines for the luck/random functions to make things more readable
701 */ 660 */
702 661
705 664
706/* Flags for apply_special() */ 665/* Flags for apply_special() */
707enum apply_flag 666enum apply_flag
708{ 667{
709 /* Basic flags/mode, always use one of these */ 668 /* Basic flags/mode, always use one of these */
710 AP_TOGGLE = 0, 669 AP_TOGGLE = 0,
711 AP_APPLY = 1, 670 AP_APPLY = 0x01,
712 AP_UNAPPLY = 2, 671 AP_UNAPPLY = 0x02,
713 672 AP_MODE = 0x03,
714 AP_BASIC_FLAGS = 0x0f,
715 673
716 /* Optional flags, for bitwise or with a basic flag */ 674 /* Optional flags, for bitwise or with a basic flag */
717 AP_NO_MERGE = 0x10, 675 AP_NO_MERGE = 0x10,
718 AP_IGNORE_CURSE = 0x20, 676 AP_IGNORE_CURSE = 0x20,
719 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 677 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
720 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 678 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
721}; 679};
722 680
723/* Bitmask values for 'can_apply_object()' return values. 681/* Bitmask values for 'can_apply_object()' return values.
724 * the CAN_APPLY_ prefix is to just note what function the 682 * the CAN_APPLY_ prefix is to just note what function the
725 * are returned from. 683 * are returned from.
744 * this one can be applied. Think of rings - human is wearing two 702 * this one can be applied. Think of rings - human is wearing two
745 * rings and tries to apply one - there are two possible rings he 703 * rings and tries to apply one - there are two possible rings he
746 * could remove. 704 * could remove.
747 * 705 *
748 */ 706 */
749#define CAN_APPLY_NEVER 0x1 707#define CAN_APPLY_NEVER 0x01
750#define CAN_APPLY_RESTRICTION 0x2 708#define CAN_APPLY_RESTRICTION 0x02
751#define CAN_APPLY_NOT_MASK 0xf 709#define CAN_APPLY_NOT_MASK 0x0f
710
752#define CAN_APPLY_UNAPPLY 0x10 711#define CAN_APPLY_UNAPPLY 0x10
753#define CAN_APPLY_UNAPPLY_MULT 0x20 712#define CAN_APPLY_UNAPPLY_MULT 0x20
754#define CAN_APPLY_UNAPPLY_CHOICE 0x40 713#define CAN_APPLY_UNAPPLY_CHOICE 0x40
755 714
756// Cut off point of when an object is put on the active list or not 715// Cut off point of when an object is put on the active list or not
757// we use 2**-n because that can be represented exactly 716// we use 2**-n because that can be represented exactly
758// also make sure that this is a float, not double, constant 717// also make sure that this is a float, not double, constant.
718// some areas in the server divide by this value, so
719// to avoid integer overflows it should not be much lower.
759#define MIN_ACTIVE_SPEED (1.f / 65536.f) 720#define MIN_ACTIVE_SPEED (1.f / 65536.f)
721
722/* have mercy on players and guarantee a somewhat higher speed */
723#define MIN_PLAYER_SPEED 0.04f
760 724
761/* 725/*
762 * Warning! 726 * Warning!
763 * If you add message types here, don't forget 727 * If you add message types here, don't forget
764 * to keep the client up to date too! 728 * to keep the client up to date too!

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