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Comparing deliantra/server/include/define.h (file contents):
Revision 1.112 by root, Sun Jan 3 02:47:14 2010 UTC vs.
Revision 1.123 by root, Tue Apr 6 04:24:29 2010 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 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.
49#define NAME_LEN 127 49#define NAME_LEN 127
50 50
51#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
52#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
53 53
54#define MAX_FOOD 999
55
54//TODO: not only use more reasonable values, also enforce them 56//TODO: not only use more reasonable values, also enforce them
55#define MIN_WC -120 57#define MIN_WC -120
56#define MAX_WC 120 58#define MAX_WC 120
57#define MIN_AC -120 59#define MIN_AC -120
58#define MAX_AC 120 60#define MAX_AC 120
65 67
66#define MAX_NAME 48 68#define MAX_NAME 48
67 69
68#define ATTUNE_REPELL 16 // levels diff for attune/repell 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
69 71
70//TODO: remove all calls to fatal and replace them by cleanup
71#define OUT_OF_MEMORY 0
72#define MAP_ERROR 1
73#define ARCHTABLE_TOO_SMALL 2 // unused
74#define TOO_MANY_ERRORS 3
75
76/* TYPE DEFINES */ 72/* TYPE DEFINES */
77 73
78/* Only add new values to this list if somewhere in the program code, 74/* 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 75 * it is actually needed. Just because you add a new monster does not
80 * mean it has to have a type defined here. That only needs to happen 76 * mean it has to have a type defined here. That only needs to happen
98#define POTION 5 94#define POTION 5
99#define FOOD 6 95#define FOOD 6
100#define POISON 7 96#define POISON 7
101#define BOOK 8 97#define BOOK 8
102#define CLOCK 9 98#define CLOCK 9
103//10 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
104//11 100#define RANGED 11 // deliantra: other range item (skill based)
105//12 101//12
106#define ARROW 13 102#define ARROW 13
107#define BOW 14 103#define BOW 14
108#define WEAPON 15 104#define WEAPON 15
109#define ARMOUR 16 105#define ARMOUR 16
179#define EXIT 66 175#define EXIT 66
180#define ENCOUNTER 67 176#define ENCOUNTER 67
181#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
182#define SHOP_MAT 69 178#define SHOP_MAT 69
183#define RING 70 179#define RING 70
184#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
185#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
186#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
187#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
188#define LIGHTER 75 184#define LIGHTER 75
189//76 185//76
401#define FLAG_APPLIED 5 /* Object is ready for use by living */ 397#define FLAG_APPLIED 5 /* Object is ready for use by living */
402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 398#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 399#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404 400
405#define FLAG_NO_PICK 8 /* Object can't be picked up */ 401#define FLAG_NO_PICK 8 /* Object can't be picked up */
406 402/*#define FLAG_WALK_ON 9*/
407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 403/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409 404
410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 405#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411 406
412/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 407/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
590 * slow down the game */ 585 * slow down the game */
591#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
592 * practical reason to exceed this */ 587 * practical reason to exceed this */
593#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 588#define LOS_MAX 4 /* max. los value for non-blocked spaces */
594#define LOS_BLOCKED 100 /* fully blocked spaces */ 589#define LOS_BLOCKED 100 /* fully blocked spaces */
595#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
596 MAX_LIGHT_RADII:(xyz)->glow_radius; 591 MAX_LIGHT_RADII : (xyz)->glow_radius;
597// player position in blocked_los code 592// player position in blocked_los code
598#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 593#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
599#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 594#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
600 595
601 596
698 693
699/* Flags for apply_special() */ 694/* Flags for apply_special() */
700enum apply_flag 695enum apply_flag
701{ 696{
702 /* Basic flags/mode, always use one of these */ 697 /* Basic flags/mode, always use one of these */
703 AP_TOGGLE = 0, 698 AP_TOGGLE = 0,
704 AP_APPLY = 1, 699 AP_APPLY = 0x01,
705 AP_UNAPPLY = 2, 700 AP_UNAPPLY = 0x02,
706 701 AP_MODE = 0x03,
707 AP_BASIC_FLAGS = 0x0f,
708 702
709 /* Optional flags, for bitwise or with a basic flag */ 703 /* Optional flags, for bitwise or with a basic flag */
710 AP_NO_MERGE = 0x10, 704 AP_NO_MERGE = 0x10,
711 AP_IGNORE_CURSE = 0x20, 705 AP_IGNORE_CURSE = 0x20,
712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 706 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
713 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 707 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
714}; 708};
715 709
716/* Bitmask values for 'can_apply_object()' return values. 710/* Bitmask values for 'can_apply_object()' return values.
717 * the CAN_APPLY_ prefix is to just note what function the 711 * the CAN_APPLY_ prefix is to just note what function the
718 * are returned from. 712 * are returned from.
737 * this one can be applied. Think of rings - human is wearing two 731 * this one can be applied. Think of rings - human is wearing two
738 * rings and tries to apply one - there are two possible rings he 732 * rings and tries to apply one - there are two possible rings he
739 * could remove. 733 * could remove.
740 * 734 *
741 */ 735 */
742#define CAN_APPLY_NEVER 0x1 736#define CAN_APPLY_NEVER 0x01
743#define CAN_APPLY_RESTRICTION 0x2 737#define CAN_APPLY_RESTRICTION 0x02
744#define CAN_APPLY_NOT_MASK 0xf 738#define CAN_APPLY_NOT_MASK 0x0f
739
745#define CAN_APPLY_UNAPPLY 0x10 740#define CAN_APPLY_UNAPPLY 0x10
746#define CAN_APPLY_UNAPPLY_MULT 0x20 741#define CAN_APPLY_UNAPPLY_MULT 0x20
747#define CAN_APPLY_UNAPPLY_CHOICE 0x40 742#define CAN_APPLY_UNAPPLY_CHOICE 0x40
748 743
749// Cut off point of when an object is put on the active list or not 744// Cut off point of when an object is put on the active list or not

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