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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* This file is best viewed with a window width of about 100 character */ |
26 | /* This file is best viewed with a window width of about 100 character */ |
26 | |
27 | |
… | |
… | |
41 | |
42 | |
42 | #ifdef __NetBSD__ |
43 | #ifdef __NetBSD__ |
43 | # include <sys/param.h> |
44 | # include <sys/param.h> |
44 | #endif |
45 | #endif |
45 | |
46 | |
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|
47 | #define MAXNUMLEVELS 256 // maximum number of levels possible |
46 | #define MAXLEVEL 115 // for treasure calculations only |
48 | #define MAXLEVEL_TREASURE 115 // for treasure calculations only |
47 | |
49 | |
48 | // maximum length of an object name in the protocol |
50 | // maximum length of an object name in the protocol |
49 | #define NAME_LEN 127 |
51 | #define NAME_LEN 127 |
50 | |
52 | |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
53 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
54 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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55 | |
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56 | #define MAX_FOOD 999 |
53 | |
57 | |
54 | //TODO: not only use more reasonable values, also enforce them |
58 | //TODO: not only use more reasonable values, also enforce them |
55 | #define MIN_WC -120 |
59 | #define MIN_WC -120 |
56 | #define MAX_WC 120 |
60 | #define MAX_WC 120 |
57 | #define MIN_AC -120 |
61 | #define MIN_AC -120 |
… | |
… | |
59 | #define MIN_DAM 0 |
63 | #define MIN_DAM 0 |
60 | #define MAX_DAM 200 |
64 | #define MAX_DAM 200 |
61 | #define MIN_DIGESTION -35 |
65 | #define MIN_DIGESTION -35 |
62 | #define MAX_DIGESTION 70 |
66 | #define MAX_DIGESTION 70 |
63 | |
67 | |
64 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
68 | #define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */ |
65 | |
69 | |
66 | #define MAX_NAME 48 |
70 | #define MAX_NAME 48 |
67 | |
71 | |
68 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
72 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
69 | |
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|
70 | //TODO: remove all calls to fatal and replace them by cleanup |
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71 | #define OUT_OF_MEMORY 0 |
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|
72 | #define MAP_ERROR 1 |
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73 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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74 | #define TOO_MANY_ERRORS 3 |
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75 | |
73 | |
76 | /* TYPE DEFINES */ |
74 | /* TYPE DEFINES */ |
77 | |
75 | |
78 | /* Only add new values to this list if somewhere in the program code, |
76 | /* Only add new values to this list if somewhere in the program code, |
79 | * it is actually needed. Just because you add a new monster does not |
77 | * it is actually needed. Just because you add a new monster does not |
… | |
… | |
98 | #define POTION 5 |
96 | #define POTION 5 |
99 | #define FOOD 6 |
97 | #define FOOD 6 |
100 | #define POISON 7 |
98 | #define POISON 7 |
101 | #define BOOK 8 |
99 | #define BOOK 8 |
102 | #define CLOCK 9 |
100 | #define CLOCK 9 |
103 | //10 |
101 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
104 | //11 |
102 | #define RANGED 11 // deliantra: other range item (skill based) |
105 | //12 |
103 | #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ |
106 | #define ARROW 13 |
104 | #define ARROW 13 |
107 | #define BOW 14 |
105 | #define BOW 14 |
108 | #define WEAPON 15 |
106 | #define WEAPON 15 |
109 | #define ARMOUR 16 |
107 | #define ARMOUR 16 |
110 | #define PEDESTAL 17 |
108 | #define PEDESTAL 17 |
… | |
… | |
113 | #define LOCKED_DOOR 20 |
111 | #define LOCKED_DOOR 20 |
114 | #define SPECIAL_KEY 21 |
112 | #define SPECIAL_KEY 21 |
115 | #define MAP 22 |
113 | #define MAP 22 |
116 | #define DOOR 23 |
114 | #define DOOR 23 |
117 | #define KEY 24 |
115 | #define KEY 24 |
118 | //25 |
116 | #define PHYSICS 25 // deliantra: "things that move" |
119 | #define TIMED_GATE 26 |
117 | #define TIMED_GATE 26 |
120 | #define TRIGGER 27 |
118 | #define TRIGGER 27 |
121 | #define GRIMREAPER 28 |
119 | #define GRIMREAPER 28 |
122 | #define MAGIC_EAR 29 |
120 | #define MAGIC_EAR 29 |
123 | #define TRIGGER_BUTTON 30 |
121 | #define TRIGGER_BUTTON 30 |
… | |
… | |
132 | #define AMULET 39 |
130 | #define AMULET 39 |
133 | #define PLAYERMOVER 40 |
131 | #define PLAYERMOVER 40 |
134 | #define TELEPORTER 41 |
132 | #define TELEPORTER 41 |
135 | #define CREATOR 42 |
133 | #define CREATOR 42 |
136 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
134 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
137 | //44 |
135 | #define IDENTIFY_ALTAR 44 |
138 | #define EARTHWALL 45 |
136 | #define EARTHWALL 45 |
139 | #define GOLEM 46 |
137 | #define GOLEM 46 |
140 | //47 |
138 | #define DEEP_SWAMP 47 |
141 | #define THROWN_OBJ 48 |
139 | #define THROWN_OBJ 48 |
142 | #define BLINDNESS 49 |
140 | #define BLINDNESS 49 |
143 | #define GOD 50 |
141 | #define GOD 50 |
144 | #define DETECTOR 51 /* peterm: detector is an object |
142 | #define DETECTOR 51 /* peterm: detector is an object |
145 | * which notices the presense of |
143 | * which notices the presense of |
… | |
… | |
160 | |
158 | |
161 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
159 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
162 | * a monster into a peaceful being incapable of attack. |
160 | * a monster into a peaceful being incapable of attack. |
163 | */ |
161 | */ |
164 | #define GEM 60 |
162 | #define GEM 60 |
165 | //61 |
163 | #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
166 | #define FIREWALL 62 |
164 | #define FIREWALL 62 |
167 | #define ANVIL 63 |
165 | #define ANVIL 63 |
168 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
166 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
169 | #define MOOD_FLOOR 65 /* |
167 | #define MOOD_FLOOR 65 /* |
170 | * values of last_sp set how to change: |
168 | * values of last_sp set how to change: |
171 | * 0 = furious, all monsters become aggressive |
169 | * 0 = furious, all monsters become aggressive |
172 | * 1 = angry, all but friendly become aggressive |
170 | * 1 = angry, all but friendly become aggressive |
173 | * 2 = calm, all aggressive monsters calm down |
171 | * 2 = calm, all aggressive monsters calm down |
174 | * 3 = sleep, all monsters fall asleep |
172 | * 3 = sleep, all monsters fall asleep |
… | |
… | |
179 | #define EXIT 66 |
177 | #define EXIT 66 |
180 | #define ENCOUNTER 67 |
178 | #define ENCOUNTER 67 |
181 | #define SHOP_FLOOR 68 |
179 | #define SHOP_FLOOR 68 |
182 | #define SHOP_MAT 69 |
180 | #define SHOP_MAT 69 |
183 | #define RING 70 |
181 | #define RING 70 |
184 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
182 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
185 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
183 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
186 | #define INORGANIC 73 /* metals and minerals */ |
184 | #define INORGANIC 73 /* metals and minerals */ |
187 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
185 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
188 | #define LIGHTER 75 |
186 | #define LIGHTER 75 |
189 | //76 |
187 | //76 |
… | |
… | |
200 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
198 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
201 | //84 |
199 | //84 |
202 | #define SPELLBOOK 85 |
200 | #define SPELLBOOK 85 |
203 | //86 |
201 | //86 |
204 | #define CLOAK 87 |
202 | #define CLOAK 87 |
205 | //88 |
203 | #define MAPSCRIPT 88 /* A perl-scripted connectable */ |
206 | //89 |
204 | #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, |
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205 | potions, alchemy, or magic works here (elmex) */ |
207 | #define SPINNER 90 |
206 | #define SPINNER 90 |
208 | #define GATE 91 |
207 | #define GATE 91 |
209 | #define BUTTON 92 |
208 | #define BUTTON 92 |
210 | #define T_HANDLE 93 |
209 | #define T_HANDLE 93 |
211 | #define HOLE 94 |
210 | #define HOLE 94 |
212 | #define TRAPDOOR 95 |
211 | #define TRAPDOOR 95 |
213 | //96 |
212 | #define RUNE 96 |
214 | //97 |
213 | #define TRAP 97 |
215 | #define SIGN 98 |
214 | #define SIGN 98 |
216 | #define BOOTS 99 |
215 | #define BOOTS 99 |
217 | #define GLOVES 100 |
216 | #define GLOVES 100 |
218 | #define SPELL 101 |
217 | #define SPELL 101 |
219 | #define SPELL_EFFECT 102 |
218 | #define SPELL_EFFECT 102 |
220 | #define CONVERTER 103 |
219 | #define CONVERTER 103 |
221 | #define BRACERS 104 |
220 | #define BRACERS 104 |
222 | #define POISONING 105 |
221 | #define POISONING 105 |
223 | #define SAVEBED 106 |
222 | #define SAVEBED 106 |
224 | //107 |
223 | #define DISEASE 107 |
225 | //108 |
224 | #define SYMPTOM 108 |
226 | #define WAND 109 |
225 | #define WAND 109 |
227 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
226 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
228 | #define SCROLL 111 |
227 | #define SCROLL 111 |
229 | #define DIRECTOR 112 |
228 | #define DIRECTOR 112 |
230 | #define GIRDLE 113 |
229 | #define GIRDLE 113 |
231 | #define FORCE 114 |
230 | #define FORCE 114 |
232 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
231 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
233 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
232 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
234 | //117 |
233 | #define ITEM_TRANSFORMER 117 /* Transforming one item with another */ |
235 | //118 |
234 | #define POWER_CRYSTAL 118 |
236 | //119 |
235 | #define CORPSE 119 |
237 | //120 |
236 | //120 |
238 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
237 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
239 | #define CONTAINER 122 |
238 | #define CONTAINER 122 |
240 | #define ARMOUR_IMPROVER 123 |
239 | #define ARMOUR_IMPROVER 123 |
241 | #define WEAPON_IMPROVER 124 |
240 | #define WEAPON_IMPROVER 124 |
242 | //125 |
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243 | //126 |
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244 | //127 |
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245 | //128 |
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246 | //129 |
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247 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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248 | //131 |
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249 | //132 |
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250 | //133 |
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251 | //134 |
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252 | //135 |
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253 | //136 |
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254 | //137 |
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255 | #define DEEP_SWAMP 138 |
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256 | #define IDENTIFY_ALTAR 139 |
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257 | //140 |
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258 | //141 |
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259 | //142 |
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260 | //143 |
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261 | //144 |
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262 | //145 |
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263 | //146 |
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264 | //147 |
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265 | //148 |
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266 | //149 |
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267 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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268 | //151 |
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269 | //152 |
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270 | //153 |
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271 | #define RUNE 154 |
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272 | #define TRAP 155 |
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273 | #define POWER_CRYSTAL 156 |
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274 | #define CORPSE 157 |
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275 | #define DISEASE 158 |
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276 | #define SYMPTOM 159 |
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277 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
241 | #define BUILDER 125 /* Generic item builder, see subtypes */ |
278 | #define MATERIAL 161 /* Material for building */ |
242 | #define MATERIAL 126 /* Material for building */ |
279 | //162 |
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280 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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281 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
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282 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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283 | potions, alchemy, or magic works here (elmex) */ |
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284 | |
243 | |
285 | #define NUM_TYPES 166 // must be max(type) + 1 |
244 | #define NUM_TYPES 127 // must be max(type) + 1 |
286 | |
245 | |
287 | /* END TYPE DEFINE */ |
246 | /* END TYPE DEFINE */ |
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247 | |
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248 | typedef std::bitset<NUM_TYPES> typeset; |
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249 | |
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250 | /* These are the items that currently can change digestion, regeneration, |
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251 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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252 | * list, but other items store other info into stats array. |
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253 | * As a special exception, bows use stats.sp for their own purposes. |
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254 | */ |
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255 | static const struct digest_types : typeset |
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256 | { |
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257 | digest_types () |
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258 | { |
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259 | set (WEAPON); |
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260 | set (BOW); |
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261 | set (ARMOUR); |
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262 | set (HELMET); |
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263 | set (SHIELD); |
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264 | set (RING); |
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265 | set (BOOTS); |
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266 | set (GLOVES); |
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267 | set (AMULET); |
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268 | set (GIRDLE); |
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269 | set (BRACERS); |
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270 | set (CLOAK); |
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271 | set (DISEASE); |
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272 | set (FORCE); |
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273 | set (SKILL); |
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274 | } |
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275 | } digest_types; |
288 | |
276 | |
289 | // maximum supported subtype number + 1, can be increased to 256 |
277 | // maximum supported subtype number + 1, can be increased to 256 |
290 | // currently (2007-09) in use: 50 |
278 | // currently (2007-09) in use: 50 |
291 | #define NUM_SUBTYPES 64 |
279 | #define NUM_SUBTYPES 64 |
292 | |
280 | |
… | |
… | |
296 | |
284 | |
297 | /* Subtypes for MATERIAL */ |
285 | /* Subtypes for MATERIAL */ |
298 | #define ST_MAT_FLOOR 1 /* Floor */ |
286 | #define ST_MAT_FLOOR 1 /* Floor */ |
299 | #define ST_MAT_WALL 2 /* Wall */ |
287 | #define ST_MAT_WALL 2 /* Wall */ |
300 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
288 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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289 | #define ST_MAT_QUAD 4 /* Quad build material */ |
301 | |
290 | |
302 | /* definitions for weapontypes */ |
291 | /* definitions for weapontypes */ |
303 | |
292 | |
304 | #define WEAP_HIT 0 /* the basic */ |
293 | #define WEAP_HIT 0 /* the basic */ |
305 | #define WEAP_SLASH 1 /* slash */ |
294 | #define WEAP_SLASH 1 /* slash */ |
… | |
… | |
367 | #define PU_FLESH 0x04000000 |
356 | #define PU_FLESH 0x04000000 |
368 | |
357 | |
369 | |
358 | |
370 | /* Instead of using arbitrary constants for indexing the |
359 | /* Instead of using arbitrary constants for indexing the |
371 | * freearr, add these values. <= SIZEOFFREE1 will get you |
360 | * freearr, add these values. <= SIZEOFFREE1 will get you |
372 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
361 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
373 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
362 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
374 | * three spaces |
363 | * three spaces |
375 | */ |
364 | */ |
376 | #define SIZEOFFREE0 0 |
365 | #define SIZEOFFREE0 0 |
377 | #define SIZEOFFREE1 8 |
366 | #define SIZEOFFREE1 8 |
378 | #define SIZEOFFREE2 24 |
367 | #define SIZEOFFREE2 24 |
379 | #define SIZEOFFREE3 48 |
368 | #define SIZEOFFREE3 48 |
380 | #define SIZEOFFREE 49 |
369 | #define SIZEOFFREE 49 |
381 | |
370 | |
382 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
371 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
383 | |
372 | |
384 | /* |
373 | /* |
385 | * If any FLAG's are added or changed, make sure the flag_names structure in |
374 | * If any FLAG's are added or changed, make sure the flag_names structure in |
386 | * common/loader.C is updated. |
375 | * common/loader.C is updated. |
387 | */ |
376 | */ |
388 | |
377 | |
389 | /* Basic routines to do above */ |
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390 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
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391 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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392 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
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393 | |
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394 | /* the flags */ |
378 | /* the flags */ |
395 | |
379 | |
396 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
380 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
397 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
381 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
398 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
382 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
399 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
383 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
400 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
384 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
401 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
385 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
402 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
386 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
403 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
387 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
404 | |
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|
405 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
388 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
406 | |
389 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
407 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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408 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
390 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
409 | |
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410 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
391 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
411 | |
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|
412 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
392 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
413 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
393 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
414 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
394 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
415 | |
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416 | #define FLAG_MONSTER 14 /* Will attack players */ |
395 | #define FLAG_MONSTER 14 /* Will attack players */ |
417 | #define FLAG_FRIENDLY 15 /* Will help players */ |
396 | #define FLAG_FRIENDLY 15 /* Will help players */ |
418 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
397 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
419 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
398 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
420 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
399 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
421 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
400 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
422 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
401 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
423 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
402 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
424 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
403 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
425 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
404 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
426 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
405 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
427 | |
|
|
428 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
406 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
429 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
407 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
430 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
408 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
431 | |
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432 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
409 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
433 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
410 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
434 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
411 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
435 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
412 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
436 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
413 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
437 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
414 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
438 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
415 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
439 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
416 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
440 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
417 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
441 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
418 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
442 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
419 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
443 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
420 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
444 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
421 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
445 | |
|
|
446 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
422 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
447 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
423 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
448 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
424 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
449 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
425 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
450 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
426 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
451 | but can still attack at a distance */ |
427 | but can still attack at a distance */ |
452 | |
|
|
453 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
428 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
454 | thru this object as if it wasn't there */ |
429 | thru this object as if it wasn't there */ |
455 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
430 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
456 | |
|
|
457 | #define FLAG_PICK_UP 48 /* Can pick up */ |
431 | #define FLAG_PICK_UP 48 /* Can pick up */ |
458 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
432 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
459 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
433 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
460 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
434 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
461 | |
|
|
462 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
435 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
463 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
436 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
464 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
437 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
465 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
438 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
466 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
439 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
467 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
440 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
468 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
441 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
469 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
442 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
470 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
443 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
471 | |
|
|
472 | #define FLAG_XRAYS 61 /* X-ray vision */ |
444 | #define FLAG_XRAYS 61 /* X-ray vision */ |
473 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
445 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
474 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
446 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
475 | |
|
|
476 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
447 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
477 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
448 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
478 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
449 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
479 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
450 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
480 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
451 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
481 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
452 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
482 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
453 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
483 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
454 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
484 | |
|
|
485 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
455 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
486 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
456 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
487 | #define FLAG_CURSED 74 /* The object is cursed */ |
457 | #define FLAG_CURSED 74 /* The object is cursed */ |
488 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
458 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
489 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
459 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
490 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
460 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
491 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
461 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
492 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
462 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
493 | |
|
|
494 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
463 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
495 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
464 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
496 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
465 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
497 | |
|
|
498 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
466 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
499 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
467 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
500 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
468 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
501 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
469 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
502 | |
|
|
503 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
470 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
504 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
471 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
505 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
472 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
506 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
473 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
507 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
474 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
508 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
475 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
509 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
476 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
510 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
477 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
511 | |
|
|
512 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
478 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
513 | |
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|
514 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
479 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
515 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
480 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
516 | * away (replaces ghosthit) |
481 | * away (replaces ghosthit) |
517 | */ |
482 | */ |
518 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
483 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
519 | |
484 | |
520 | #define FLAG_BERSERK 99 /* monster will attack closest living |
485 | #define FLAG_BERSERK 99 /* monster will attack closest living |
521 | object */ |
486 | object */ |
522 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
487 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
523 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
488 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
524 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
489 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
525 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
490 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
526 | * load_original_map() */ |
491 | * load_original_map() */ |
527 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
492 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
528 | // * the overlay, and is not subject to |
|
|
529 | // * decay. */ |
|
|
530 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
493 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
531 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
494 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
532 | #define FLAG_IS_WATER 107 |
495 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
533 | #define FLAG_CONTENT_ON_GEN 108 |
496 | #define FLAG_CONTENT_ON_GEN 108 |
534 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
497 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
535 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
498 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
536 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
499 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
537 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
500 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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|
501 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
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|
502 | * (for the quads world for instance) |
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|
503 | */ |
538 | |
504 | |
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|
505 | // temporary assignments |
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|
506 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
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|
507 | |
539 | #define NUM_FLAGS 113 /* Should always be equal to the last |
508 | #define NUM_FLAGS 115 /* Should always be equal to the last |
540 | * defined flag + 1. If you change this, |
509 | * defined flag + 1. |
541 | * make sure you update the flag_links |
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|
542 | * in common/loader.l |
|
|
543 | */ |
510 | */ |
544 | |
511 | |
545 | /* If you add new movement types, you may need to update |
512 | /* If you add new movement types, you may need to update |
546 | * describe_item() so properly describe those types. |
513 | * describe_item() so properly describe those types. |
547 | * change_abil() probably should be updated also. |
514 | * change_abil() probably should be updated also. |
548 | */ |
515 | */ |
549 | #define MOVE_WALK 0x01 /* Object walks */ |
516 | #define MOVE_WALK 0x01 /* Object walks */ |
550 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
517 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
551 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
518 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
552 | #define MOVE_FLYING 0x06 |
|
|
553 | /* Combo of fly_low and fly_high */ |
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|
554 | #define MOVE_SWIM 0x08 /* Swimming object */ |
519 | #define MOVE_SWIM 0x08 /* Swimming object */ |
555 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
520 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
556 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
521 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
557 | |
522 | |
|
|
523 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
558 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
524 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
559 | |
525 | |
560 | /* typdef here to define type large enough to hold bitmask of |
526 | /* typdef here to define type large enough to hold bitmask of |
561 | * all movement types. Make one declaration so easy to update. |
527 | * all movement types. Make one declaration so easy to update. |
562 | */ |
528 | */ |
… | |
… | |
570 | |
536 | |
571 | /* Basic macro to see if if ob1 can not move onto a space based |
537 | /* Basic macro to see if if ob1 can not move onto a space based |
572 | * on the 'type' move_block parameter |
538 | * on the 'type' move_block parameter |
573 | * Add check - if type is 0, don't stop anything from moving |
539 | * Add check - if type is 0, don't stop anything from moving |
574 | * onto it. |
540 | * onto it. |
575 | * |
541 | * |
576 | */ |
542 | */ |
577 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
543 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
578 | ((type) && (ob1->move_type & type) == ob1->move_type) |
544 | ((type) && (ob1->move_type & type) == ob1->move_type) |
579 | |
545 | |
580 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
546 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
592 | * slow down the game */ |
558 | * slow down the game */ |
593 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
559 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
594 | * practical reason to exceed this */ |
560 | * practical reason to exceed this */ |
595 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
561 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
596 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
562 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
597 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
563 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
598 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
564 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
599 | // player position in blocked_los code |
565 | // player position in blocked_los code |
600 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
566 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
601 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
567 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
602 | |
568 | |
603 | |
569 | |
… | |
… | |
608 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
574 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
609 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
575 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
610 | #define F_APPROX 32 /* flag to give a guess of item value */ |
576 | #define F_APPROX 32 /* flag to give a guess of item value */ |
611 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
577 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
612 | |
578 | |
613 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
579 | #define DIRX(xyz) freearr_x[(xyz)] |
614 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
580 | #define DIRY(xyz) freearr_y[(xyz)] |
615 | |
581 | |
616 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
582 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
617 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
583 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
618 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
584 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
619 | |
585 | |
… | |
… | |
686 | /* changing directions */ |
652 | /* changing directions */ |
687 | /* this is VERTICAL movement */ |
653 | /* this is VERTICAL movement */ |
688 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
654 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
689 | #define HI4 240 |
655 | #define HI4 240 |
690 | |
656 | |
691 | #define BLANK_FACE_NAME "blank.x11" |
657 | #define BLANK_FACE_NAME "blank.x11" |
692 | #define EMPTY_FACE_NAME "empty.x11" |
658 | #define EMPTY_FACE_NAME "empty.x11" |
|
|
659 | #define MAGICMOUTH_FACE_NAME "magicmouth.x11" |
693 | |
660 | |
694 | /* |
661 | /* |
695 | * Defines for the luck/random functions to make things more readable |
662 | * Defines for the luck/random functions to make things more readable |
696 | */ |
663 | */ |
697 | |
664 | |
… | |
… | |
700 | |
667 | |
701 | /* Flags for apply_special() */ |
668 | /* Flags for apply_special() */ |
702 | enum apply_flag |
669 | enum apply_flag |
703 | { |
670 | { |
704 | /* Basic flags/mode, always use one of these */ |
671 | /* Basic flags/mode, always use one of these */ |
705 | AP_TOGGLE = 0, |
672 | AP_TOGGLE = 0, |
706 | AP_APPLY = 1, |
673 | AP_APPLY = 0x01, |
707 | AP_UNAPPLY = 2, |
674 | AP_UNAPPLY = 0x02, |
708 | |
675 | AP_MODE = 0x03, |
709 | AP_BASIC_FLAGS = 0x0f, |
|
|
710 | |
676 | |
711 | /* Optional flags, for bitwise or with a basic flag */ |
677 | /* Optional flags, for bitwise or with a basic flag */ |
712 | AP_NO_MERGE = 0x10, |
678 | AP_NO_MERGE = 0x10, |
713 | AP_IGNORE_CURSE = 0x20, |
679 | AP_IGNORE_CURSE = 0x20, |
714 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
680 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
715 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
681 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
716 | }; |
682 | }; |
717 | |
683 | |
718 | /* Bitmask values for 'can_apply_object()' return values. |
684 | /* Bitmask values for 'can_apply_object()' return values. |
719 | * the CAN_APPLY_ prefix is to just note what function the |
685 | * the CAN_APPLY_ prefix is to just note what function the |
720 | * are returned from. |
686 | * are returned from. |
… | |
… | |
739 | * this one can be applied. Think of rings - human is wearing two |
705 | * this one can be applied. Think of rings - human is wearing two |
740 | * rings and tries to apply one - there are two possible rings he |
706 | * rings and tries to apply one - there are two possible rings he |
741 | * could remove. |
707 | * could remove. |
742 | * |
708 | * |
743 | */ |
709 | */ |
744 | #define CAN_APPLY_NEVER 0x1 |
710 | #define CAN_APPLY_NEVER 0x01 |
745 | #define CAN_APPLY_RESTRICTION 0x2 |
711 | #define CAN_APPLY_RESTRICTION 0x02 |
746 | #define CAN_APPLY_NOT_MASK 0xf |
712 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
713 | |
747 | #define CAN_APPLY_UNAPPLY 0x10 |
714 | #define CAN_APPLY_UNAPPLY 0x10 |
748 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
715 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
749 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
716 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
750 | |
717 | |
751 | // Cut off point of when an object is put on the active list or not |
718 | // Cut off point of when an object is put on the active list or not |
752 | // we use 2**-n because that can be represented exactly |
719 | // we use 2**-n because that can be represented exactly |
753 | // also make sure that this is a float, not double, constant |
720 | // also make sure that this is a float, not double, constant. |
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721 | // some areas in the server divide by this value, so |
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722 | // to avoid integer overflows it should not be much lower. |
754 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
723 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
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724 | |
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725 | /* have mercy on players and guarantee a somewhat higher speed */ |
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726 | #define MIN_PLAYER_SPEED 0.04f |
755 | |
727 | |
756 | /* |
728 | /* |
757 | * Warning! |
729 | * Warning! |
758 | * If you add message types here, don't forget |
730 | * If you add message types here, don't forget |
759 | * to keep the client up to date too! |
731 | * to keep the client up to date too! |