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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 1.111 by root, Sun Nov 29 09:41:28 2009 UTC

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
49#define MAXLEVEL 115 // for treasure calculations only 46#define MAXLEVEL 115 // for treasure calculations only
50 47
51// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
52#define NAME_LEN 127 49#define NAME_LEN 127
53
54#undef MIN
55#undef MAX
56 50
57#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
58#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
59 53
60//TODO: not only use more reasonable values, also enforce them 54//TODO: not only use more reasonable values, also enforce them
397#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
398#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 392#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
399 393
400/* the flags */ 394/* the flags */
401 395
402#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
403#define FLAG_WIZ 1 /* Object has special privilegies */ 397#define FLAG_WIZ 1 /* Object has special privilegies */
404#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 398#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 */ 399#define FLAG_FREED 3 /* Object is in the list of free objects */
406#define FLAG_WIZLOOK 4 /* disable los and lighting */ 400#define FLAG_WIZLOOK 4 /* disable los and lighting */
407#define FLAG_APPLIED 5 /* Object is ready for use by living */ 401#define FLAG_APPLIED 5 /* Object is ready for use by living */
408#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
409#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
410 404
411#define FLAG_NO_PICK 8 /* Object can't be picked up */ 405#define FLAG_NO_PICK 8 /* Object can't be picked up */
412 406
413/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
414/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
415 409
416#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
417 411
418/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 412/*#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) */ 413/*#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? */ 414#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
421 415
422#define FLAG_MONSTER 14 /* Will attack players */ 416#define FLAG_MONSTER 14 /* Will attack players */
423#define FLAG_FRIENDLY 15 /* Will help players */ 417#define FLAG_FRIENDLY 15 /* Will help players */
424#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
425#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
426#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 420#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
427#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 421#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. */ 422#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
429#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 423#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
430#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 424#define FLAG_CAN_ROLL 22 /* Object can be rolled */
431#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 425#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
432#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 426#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
433 427
434/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 428/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
435/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 429/*#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 */ 430/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
437 431
438#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 432#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 */ 433#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
440#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 434#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 */ 435#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 */ 436#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
443#define FLAG_HITBACK 33 /* Object will hit back when hit */ 437#define FLAG_HITBACK 33 /* Object will hit back when hit */
444#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 438#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
445#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 439#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
446#define FLAG_UNDEAD 36 /* Monster is undead */ 440#define FLAG_UNDEAD 36 /* Monster is undead */
447#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 441#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
448#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
449#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
450#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
451 445
452#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 446#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 */ 447//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
454#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
455#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 449#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
456#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
457 but can still attack at a distance */ 451 but can still attack at a distance */
458 452
459/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 453/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
460 thru this object as if it wasn't there */ 454 thru this object as if it wasn't there */
461/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 455/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
462 456
463#define FLAG_PICK_UP 48 /* Can pick up */ 457#define FLAG_PICK_UP 48 /* Can pick up */
464#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 458#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
465#define FLAG_NO_DROP 50 /* Object can't be dropped */ 459#define FLAG_NO_DROP 50 /* Object can't be dropped */
466#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 460#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
467 461
468#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 462#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
469#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 463#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
470#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 464#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
471#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 465#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
472#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 466#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
473#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 467#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
474#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 468#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) */ 469#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
476#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 470#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
477 471
478#define FLAG_XRAYS 61 /* X-ray vision */ 472#define FLAG_XRAYS 61 /* X-ray vision */
479#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 473#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 */ 474#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
481 475
482#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 476#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
483#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 477#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
484#define FLAG_SLEEP 66 /* NPC is sleeping */ 478#define FLAG_SLEEP 66 /* NPC is sleeping */
485#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 479#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
486#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 480#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
487#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 481#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 */ 482#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
489#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 483#define FLAG_STEALTH 71 /* Will wake monsters with less range */
490 484
491#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 485#define FLAG_WIZPASS 72 /* The wizard can go through walls */
492#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 486#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
493#define FLAG_CURSED 74 /* The object is cursed */ 487#define FLAG_CURSED 74 /* The object is cursed */
494#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 488#define FLAG_DAMNED 75 /* The object is _very_ cursed */
495#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 489#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 */ 490#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 */ 491#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
498#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 492#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
499 493
500#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 494#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 */ 495#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 */ 496#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
503 497
504#define FLAG_PRECIOUS 83 // object is precious (pets) 498#define FLAG_PRECIOUS 83 // object is precious (pets)
505#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 499#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
506#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 500#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
507#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 501#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
508 502
509#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 503#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
510#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 504#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
511#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 505#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 */ 506#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 */ 507#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) */ 508#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
515#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 509#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
516#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 510#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
517 511
518/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 512/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
519 513
520#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 514#define FLAG_NO_STEAL 96 /* Item can't be stolen */
521#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 515#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
522 * away (replaces ghosthit) 516 * away (replaces ghosthit)
523 */ 517 */
524#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 518#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
525 519
526#define FLAG_BERSERK 99 /* monster will attack closest living 520#define FLAG_BERSERK 99 /* monster will attack closest living
527 object */ 521 object */
528#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 522#define FLAG_NEUTRAL 100 /* monster is from type neutral */
529#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
530#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 524#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
531#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 525#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
532 * load_original_map() */ 526 * load_original_map() */
533//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 527#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' */ 528#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' */ 529#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
538#define FLAG_IS_WATER 107 530#define FLAG_IS_WATER 107
539#define FLAG_CONTENT_ON_GEN 108 531#define FLAG_CONTENT_ON_GEN 108
540#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 532#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
541#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 533#define FLAG_IS_BUILDABLE 110 /* Can build on item */
542#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 534#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 535#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
544 536
545#define NUM_FLAGS 113 /* Should always be equal to the last 537#define NUM_FLAGS 113 /* Should always be equal to the last
546 * defined flag + 1. If you change this, 538 * defined flag + 1. If you change this,
547 * make sure you update the flag_links 539 * make sure you update the flag_links
548 * in common/loader.l 540 * in common/loader.l
549 */ 541 */
550 542
551/* If you add new movement types, you may need to update 543/* If you add new movement types, you may need to update
552 * describe_item() so properly describe those types. 544 * describe_item() so properly describe those types.
553 * change_abil() probably should be updated also. 545 * change_abil() probably should be updated also.
554 */ 546 */
757// Cut off point of when an object is put on the active list or not 749// 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 750// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant 751// also make sure that this is a float, not double, constant
760#define MIN_ACTIVE_SPEED (1.f / 65536.f) 752#define MIN_ACTIVE_SPEED (1.f / 65536.f)
761 753
754/* have mercy on players and guarantee a somewhat higher speed */
755#define MIN_PLAYER_SPEED 0.04f
756
762/* 757/*
763 * Warning! 758 * Warning!
764 * If you add message types here, don't forget 759 * If you add message types here, don't forget
765 * to keep the client up to date too! 760 * to keep the client up to date too!
766 */ 761 */

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