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Comparing deliantra/server/include/define.h (file contents):
Revision 1.106 by root, Wed Nov 4 00:02:48 2009 UTC vs.
Revision 1.132 by root, Sat Apr 23 04:56:48 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
49#define MAXLEVEL 115 // for treasure calculations only 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
50 48
51// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
52#define NAME_LEN 127 50#define NAME_LEN 127
53 51
54#undef MIN
55#undef MAX
56
57#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
58#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
59 56
60//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
61#define MIN_WC -120 58#define MIN_WC -120
62#define MAX_WC 120 59#define MAX_WC 120
63#define MIN_AC -120 60#define MIN_AC -120
71 68
72#define MAX_NAME 48 69#define MAX_NAME 48
73 70
74#define ATTUNE_REPELL 16 // levels diff for attune/repell 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
75 72
76//TODO: remove all calls to fatal and replace them by cleanup
77#define OUT_OF_MEMORY 0
78#define MAP_ERROR 1
79#define ARCHTABLE_TOO_SMALL 2 // unused
80#define TOO_MANY_ERRORS 3
81
82/* TYPE DEFINES */ 73/* TYPE DEFINES */
83 74
84/* 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,
85 * 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
86 * mean it has to have a type defined here. That only needs to happen 77 * mean it has to have a type defined here. That only needs to happen
104#define POTION 5 95#define POTION 5
105#define FOOD 6 96#define FOOD 6
106#define POISON 7 97#define POISON 7
107#define BOOK 8 98#define BOOK 8
108#define CLOCK 9 99#define CLOCK 9
109//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
110//11 101#define RANGED 11 // deliantra: other range item (skill based)
111//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
112#define ARROW 13 103#define ARROW 13
113#define BOW 14 104#define BOW 14
114#define WEAPON 15 105#define WEAPON 15
115#define ARMOUR 16 106#define ARMOUR 16
116#define PEDESTAL 17 107#define PEDESTAL 17
138#define AMULET 39 129#define AMULET 39
139#define PLAYERMOVER 40 130#define PLAYERMOVER 40
140#define TELEPORTER 41 131#define TELEPORTER 41
141#define CREATOR 42 132#define CREATOR 42
142#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
143//44 134#define IDENTIFY_ALTAR 44
144#define EARTHWALL 45 135#define EARTHWALL 45
145#define GOLEM 46 136#define GOLEM 46
146//47 137#define DEEP_SWAMP 47
147#define THROWN_OBJ 48 138#define THROWN_OBJ 48
148#define BLINDNESS 49 139#define BLINDNESS 49
149#define GOD 50 140#define GOD 50
150#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
151 * which notices the presense of 142 * which notices the presense of
166 157
167#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
168 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
169 */ 160 */
170#define GEM 60 161#define GEM 60
171//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
172#define FIREWALL 62 163#define FIREWALL 62
173#define ANVIL 63 164#define ANVIL 63
174#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 */
175#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
176 * values of last_sp set how to change: 167 * values of last_sp set how to change:
185#define EXIT 66 176#define EXIT 66
186#define ENCOUNTER 67 177#define ENCOUNTER 67
187#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
188#define SHOP_MAT 69 179#define SHOP_MAT 69
189#define RING 70 180#define RING 70
190#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
191#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
192#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
193#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
194#define LIGHTER 75 185#define LIGHTER 75
195//76 186//76
206#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
207//84 198//84
208#define SPELLBOOK 85 199#define SPELLBOOK 85
209//86 200//86
210#define CLOAK 87 201#define CLOAK 87
211//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
212//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
213#define SPINNER 90 205#define SPINNER 90
214#define GATE 91 206#define GATE 91
215#define BUTTON 92 207#define BUTTON 92
216#define T_HANDLE 93 208#define T_HANDLE 93
217#define HOLE 94 209#define HOLE 94
218#define TRAPDOOR 95 210#define TRAPDOOR 95
219//96 211#define RUNE 96
220//97 212#define TRAP 97
221#define SIGN 98 213#define SIGN 98
222#define BOOTS 99 214#define BOOTS 99
223#define GLOVES 100 215#define GLOVES 100
224#define SPELL 101 216#define SPELL 101
225#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
226#define CONVERTER 103 218#define CONVERTER 103
227#define BRACERS 104 219#define BRACERS 104
228#define POISONING 105 220#define POISONING 105
229#define SAVEBED 106 221#define SAVEBED 106
230//107 222#define DISEASE 107
231//108 223#define SYMPTOM 108
232#define WAND 109 224#define WAND 109
233#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
234#define SCROLL 111 226#define SCROLL 111
235#define DIRECTOR 112 227#define DIRECTOR 112
236#define GIRDLE 113 228#define GIRDLE 113
237#define FORCE 114 229#define FORCE 114
238#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 */
239#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 */
240//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
241//118 233#define POWER_CRYSTAL 118
242//119 234#define CORPSE 119
243//120 235//120
244#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. */
245#define CONTAINER 122 237#define CONTAINER 122
246#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
248//125
249//126
250//127
251//128
252//129
253#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
254//131
255//132
256//133
257//134
258//135
259//136
260//137
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263//140
264//141
265//142
266//143
267//144
268//145
269//146
270//147
271//148
272//149
273#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
274//151
275//152
276//153
277#define RUNE 154
278#define TRAP 155
279#define POWER_CRYSTAL 156
280#define CORPSE 157
281#define DISEASE 158
282#define SYMPTOM 159
283#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
284#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
285//162
286#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
287#define MAPSCRIPT 164 /* A perl-scripted connectable */
288#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
289 potions, alchemy, or magic works here (elmex) */
290 242
291#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
292 244
293/* 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;
294 275
295// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
296// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
297#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
298 279
390/* 371/*
391 * 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
392 * common/loader.C is updated. 373 * common/loader.C is updated.
393 */ 374 */
394 375
395/* Basic routines to do above */
396#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
398#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
399
400/* the flags */ 376/* the flags */
401 377
402#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
403#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
404#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 */
405#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 */
406#define FLAG_WIZLOOK 4 /* disable los and lighting */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
407#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
408#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
409#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
410
411#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
412 387/*#define FLAG_WALK_ON 9*/
413/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
414/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
415
416#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
417
418/*#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 */
419/*#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) */
420#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? */
421
422#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
423#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
424#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
425#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
426#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
427#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
428#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. */
429#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
430#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
431#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
432#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
433
434/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
435/*#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 */
436/*#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 */
437
438#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 */
439#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
440#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
441#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 */
442#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
443#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
444#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
445#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
446#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
447#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
448#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
449#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
450#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
451
452#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 */
453#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 */
454#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
455#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 */
456#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
457 but can still attack at a distance */ 425 but can still attack at a distance */
458
459/*#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 \
460 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
461/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
462
463#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
464#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
465#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
466#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 */
467
468#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
469#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
470#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 */
471#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
472#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
473#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
474#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 */
475#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) */
476#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
477
478#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
479#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 */
480#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 */
481
482#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
483#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 */
484#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
485#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
486#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
487#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 */
488#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
489#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
490
491#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
492#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 */
493#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
494#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
495#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 */
496#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 */
497#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 */
498#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
499
500#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
501#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 */
502#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
503
504#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
505#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
506#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
507#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 */
508
509#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
510#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
511#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 */
512#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 */
513#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 */
514#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
515#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 */
516#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
517
518/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
519
520#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
521#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
522 * away (replaces ghosthit) 479 * away (replaces ghosthit)
523 */ 480 */
524#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
525 482
526#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
527 object */ 484 object */
528#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
529#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
530#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
531#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
532 * load_original_map() */ 489 * load_original_map() */
533//#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 */
534// * the overlay, and is not subject to
535// * decay. */
536#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' */
537#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' */
538#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
539#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
540#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 */
541#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
542#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 */
543#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
544 499
545#define NUM_FLAGS 113 /* Should always be equal to the last 500#define NUM_FLAGS 113 /* Should always be equal to the last
546 * defined flag + 1. If you change this, 501 * defined flag + 1. If you change this,
547 * make sure you update the flag_links 502 * make sure you update the flag_links
548 * in common/loader.l 503 * in common/loader.l
549 */ 504 */
550 505
551/* If you add new movement types, you may need to update 506/* If you add new movement types, you may need to update
552 * describe_item() so properly describe those types. 507 * describe_item() so properly describe those types.
553 * change_abil() probably should be updated also. 508 * change_abil() probably should be updated also.
554 */ 509 */
555#define MOVE_WALK 0x01 /* Object walks */ 510#define MOVE_WALK 0x01 /* Object walks */
556#define MOVE_FLY_LOW 0x02 /* Low flying object */ 511#define MOVE_FLY_LOW 0x02 /* Low flying object */
557#define MOVE_FLY_HIGH 0x04 /* High flying object */ 512#define MOVE_FLY_HIGH 0x04 /* High flying object */
558#define MOVE_FLYING 0x06
559 /* Combo of fly_low and fly_high */
560#define MOVE_SWIM 0x08 /* Swimming object */ 513#define MOVE_SWIM 0x08 /* Swimming object */
561#define MOVE_BOAT 0x10 /* Boats/sailing */ 514#define MOVE_BOAT 0x10 /* Boats/sailing */
562#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 515#define MOVE_SHIP 0x20 /* boats suitable for oceans */
563 516
517#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
564#define MOVE_ALL 0x3f /* Mask of all movement types */ 518#define MOVE_ALL 0x3f /* Mask of all movement types */
565 519
566/* typdef here to define type large enough to hold bitmask of 520/* typdef here to define type large enough to hold bitmask of
567 * all movement types. Make one declaration so easy to update. 521 * all movement types. Make one declaration so easy to update.
568 */ 522 */
598 * slow down the game */ 552 * slow down the game */
599#define MAX_DARKNESS 5 /* maximum map darkness, there is no 553#define MAX_DARKNESS 5 /* maximum map darkness, there is no
600 * practical reason to exceed this */ 554 * practical reason to exceed this */
601#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 555#define LOS_MAX 4 /* max. los value for non-blocked spaces */
602#define LOS_BLOCKED 100 /* fully blocked spaces */ 556#define LOS_BLOCKED 100 /* fully blocked spaces */
603#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 557#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
604 MAX_LIGHT_RADII:(xyz)->glow_radius; 558 MAX_LIGHT_RADII : (xyz)->glow_radius;
605// player position in blocked_los code 559// player position in blocked_los code
606#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 560#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
607#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 561#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
608 562
609 563
692 /* changing directions */ 646 /* changing directions */
693 /* this is VERTICAL movement */ 647 /* this is VERTICAL movement */
694#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 648#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
695#define HI4 240 649#define HI4 240
696 650
697#define BLANK_FACE_NAME "blank.x11" 651#define BLANK_FACE_NAME "blank.x11"
698#define EMPTY_FACE_NAME "empty.x11" 652#define EMPTY_FACE_NAME "empty.x11"
653#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
699 654
700/* 655/*
701 * Defines for the luck/random functions to make things more readable 656 * Defines for the luck/random functions to make things more readable
702 */ 657 */
703 658
706 661
707/* Flags for apply_special() */ 662/* Flags for apply_special() */
708enum apply_flag 663enum apply_flag
709{ 664{
710 /* Basic flags/mode, always use one of these */ 665 /* Basic flags/mode, always use one of these */
711 AP_TOGGLE = 0, 666 AP_TOGGLE = 0,
712 AP_APPLY = 1, 667 AP_APPLY = 0x01,
713 AP_UNAPPLY = 2, 668 AP_UNAPPLY = 0x02,
714 669 AP_MODE = 0x03,
715 AP_BASIC_FLAGS = 0x0f,
716 670
717 /* Optional flags, for bitwise or with a basic flag */ 671 /* Optional flags, for bitwise or with a basic flag */
718 AP_NO_MERGE = 0x10, 672 AP_NO_MERGE = 0x10,
719 AP_IGNORE_CURSE = 0x20, 673 AP_IGNORE_CURSE = 0x20,
720 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 674 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
721 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 675 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
722}; 676};
723 677
724/* Bitmask values for 'can_apply_object()' return values. 678/* Bitmask values for 'can_apply_object()' return values.
725 * the CAN_APPLY_ prefix is to just note what function the 679 * the CAN_APPLY_ prefix is to just note what function the
726 * are returned from. 680 * are returned from.
745 * this one can be applied. Think of rings - human is wearing two 699 * this one can be applied. Think of rings - human is wearing two
746 * rings and tries to apply one - there are two possible rings he 700 * rings and tries to apply one - there are two possible rings he
747 * could remove. 701 * could remove.
748 * 702 *
749 */ 703 */
750#define CAN_APPLY_NEVER 0x1 704#define CAN_APPLY_NEVER 0x01
751#define CAN_APPLY_RESTRICTION 0x2 705#define CAN_APPLY_RESTRICTION 0x02
752#define CAN_APPLY_NOT_MASK 0xf 706#define CAN_APPLY_NOT_MASK 0x0f
707
753#define CAN_APPLY_UNAPPLY 0x10 708#define CAN_APPLY_UNAPPLY 0x10
754#define CAN_APPLY_UNAPPLY_MULT 0x20 709#define CAN_APPLY_UNAPPLY_MULT 0x20
755#define CAN_APPLY_UNAPPLY_CHOICE 0x40 710#define CAN_APPLY_UNAPPLY_CHOICE 0x40
756 711
757// Cut off point of when an object is put on the active list or not 712// Cut off point of when an object is put on the active list or not
758// we use 2**-n because that can be represented exactly 713// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 714// also make sure that this is a float, not double, constant.
715// some areas in the server divide by this value, so
716// to avoid integer overflows it should not be much lower.
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 717#define MIN_ACTIVE_SPEED (1.f / 65536.f)
718
719/* have mercy on players and guarantee a somewhat higher speed */
720#define MIN_PLAYER_SPEED 0.04f
761 721
762/* 722/*
763 * Warning! 723 * Warning!
764 * If you add message types here, don't forget 724 * If you add message types here, don't forget
765 * to keep the client up to date too! 725 * to keep the client up to date too!

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