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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 1.128 by root, Sun Apr 11 00:34:05 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#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
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
110#define PEDESTAL 17 106#define PEDESTAL 17
132#define AMULET 39 128#define AMULET 39
133#define PLAYERMOVER 40 129#define PLAYERMOVER 40
134#define TELEPORTER 41 130#define TELEPORTER 41
135#define CREATOR 42 131#define CREATOR 42
136#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
137//44 133#define IDENTIFY_ALTAR 44
138#define EARTHWALL 45 134#define EARTHWALL 45
139#define GOLEM 46 135#define GOLEM 46
140//47 136#define DEEP_SWAMP 47
141#define THROWN_OBJ 48 137#define THROWN_OBJ 48
142#define BLINDNESS 49 138#define BLINDNESS 49
143#define GOD 50 139#define GOD 50
144#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
145 * which notices the presense of 141 * which notices the presense of
160 156
161#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
162 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
163 */ 159 */
164#define GEM 60 160#define GEM 60
165//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
166#define FIREWALL 62 162#define FIREWALL 62
167#define ANVIL 63 163#define ANVIL 63
168#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
169#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
170 * values of last_sp set how to change: 166 * values of last_sp set how to change:
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
200#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
201//84 197//84
202#define SPELLBOOK 85 198#define SPELLBOOK 85
203//86 199//86
204#define CLOAK 87 200#define CLOAK 87
205//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
206//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
207#define SPINNER 90 204#define SPINNER 90
208#define GATE 91 205#define GATE 91
209#define BUTTON 92 206#define BUTTON 92
210#define T_HANDLE 93 207#define T_HANDLE 93
211#define HOLE 94 208#define HOLE 94
212#define TRAPDOOR 95 209#define TRAPDOOR 95
213//96 210#define RUNE 96
214//97 211#define TRAP 97
215#define SIGN 98 212#define SIGN 98
216#define BOOTS 99 213#define BOOTS 99
217#define GLOVES 100 214#define GLOVES 100
218#define SPELL 101 215#define SPELL 101
219#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
220#define CONVERTER 103 217#define CONVERTER 103
221#define BRACERS 104 218#define BRACERS 104
222#define POISONING 105 219#define POISONING 105
223#define SAVEBED 106 220#define SAVEBED 106
224//107 221#define DISEASE 107
225//108 222#define SYMPTOM 108
226#define WAND 109 223#define WAND 109
227#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
228#define SCROLL 111 225#define SCROLL 111
229#define DIRECTOR 112 226#define DIRECTOR 112
230#define GIRDLE 113 227#define GIRDLE 113
231#define FORCE 114 228#define FORCE 114
232#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#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 */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
234//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
235//118 232#define POWER_CRYSTAL 118
236//119 233#define CORPSE 119
237//120 234//120
238#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
239#define CONTAINER 122 236#define CONTAINER 122
240#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
241#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
242//125
243//126
244//127
245//128
246//129
247#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
248//131
249//132
250//133
251//134
252//135
253//136
254//137
255#define DEEP_SWAMP 138
256#define IDENTIFY_ALTAR 139
257//140
258//141
259//142
260//143
261//144
262//145
263//146
264//147
265//148
266//149
267#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
268//151
269//152
270//153
271#define RUNE 154
272#define TRAP 155
273#define POWER_CRYSTAL 156
274#define CORPSE 157
275#define DISEASE 158
276#define SYMPTOM 159
277#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
278#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
279//162
280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
281#define MAPSCRIPT 164 /* A perl-scripted connectable */
282#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
283 potions, alchemy, or magic works here (elmex) */
284 241
285#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
286 243
287/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
245
246typedef std::bitset<NUM_TYPES> typeset;
247
248/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes.
252 */
253static const struct digest_types : typeset
254{
255 digest_types ()
256 {
257 set (WEAPON);
258 set (BOW);
259 set (ARMOUR);
260 set (HELMET);
261 set (SHIELD);
262 set (RING);
263 set (BOOTS);
264 set (GLOVES);
265 set (AMULET);
266 set (GIRDLE);
267 set (BRACERS);
268 set (CLOAK);
269 set (DISEASE);
270 set (FORCE);
271 set (SKILL);
272 }
273} digest_types;
288 274
289// maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
290// currently (2007-09) in use: 50 276// currently (2007-09) in use: 50
291#define NUM_SUBTYPES 64 277#define NUM_SUBTYPES 64
292 278
383 369
384/* 370/*
385 * If any FLAG's are added or changed, make sure the flag_names structure in 371 * If any FLAG's are added or changed, make sure the flag_names structure in
386 * common/loader.C is updated. 372 * common/loader.C is updated.
387 */ 373 */
388
389/* Basic routines to do above */
390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
392#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
393 374
394/* the flags */ 375/* the flags */
395 376
396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
397#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
401#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404 385
405#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
406 387/*#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) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409 389
410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411 391
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 */
590 * slow down the game */ 570 * slow down the game */
591#define MAX_DARKNESS 5 /* maximum map darkness, there is no 571#define MAX_DARKNESS 5 /* maximum map darkness, there is no
592 * practical reason to exceed this */ 572 * practical reason to exceed this */
593#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 573#define LOS_MAX 4 /* max. los value for non-blocked spaces */
594#define LOS_BLOCKED 100 /* fully blocked spaces */ 574#define LOS_BLOCKED 100 /* fully blocked spaces */
595#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 575#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
596 MAX_LIGHT_RADII:(xyz)->glow_radius; 576 MAX_LIGHT_RADII : (xyz)->glow_radius;
597// player position in blocked_los code 577// player position in blocked_los code
598#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 578#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
599#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 579#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
600 580
601 581
698 678
699/* Flags for apply_special() */ 679/* Flags for apply_special() */
700enum apply_flag 680enum apply_flag
701{ 681{
702 /* Basic flags/mode, always use one of these */ 682 /* Basic flags/mode, always use one of these */
703 AP_TOGGLE = 0, 683 AP_TOGGLE = 0,
704 AP_APPLY = 1, 684 AP_APPLY = 0x01,
705 AP_UNAPPLY = 2, 685 AP_UNAPPLY = 0x02,
706 686 AP_MODE = 0x03,
707 AP_BASIC_FLAGS = 0x0f,
708 687
709 /* Optional flags, for bitwise or with a basic flag */ 688 /* Optional flags, for bitwise or with a basic flag */
710 AP_NO_MERGE = 0x10, 689 AP_NO_MERGE = 0x10,
711 AP_IGNORE_CURSE = 0x20, 690 AP_IGNORE_CURSE = 0x20,
712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 691 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
713 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 692 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
714}; 693};
715 694
716/* Bitmask values for 'can_apply_object()' return values. 695/* Bitmask values for 'can_apply_object()' return values.
717 * the CAN_APPLY_ prefix is to just note what function the 696 * the CAN_APPLY_ prefix is to just note what function the
718 * are returned from. 697 * are returned from.
737 * this one can be applied. Think of rings - human is wearing two 716 * 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 717 * rings and tries to apply one - there are two possible rings he
739 * could remove. 718 * could remove.
740 * 719 *
741 */ 720 */
742#define CAN_APPLY_NEVER 0x1 721#define CAN_APPLY_NEVER 0x01
743#define CAN_APPLY_RESTRICTION 0x2 722#define CAN_APPLY_RESTRICTION 0x02
744#define CAN_APPLY_NOT_MASK 0xf 723#define CAN_APPLY_NOT_MASK 0x0f
724
745#define CAN_APPLY_UNAPPLY 0x10 725#define CAN_APPLY_UNAPPLY 0x10
746#define CAN_APPLY_UNAPPLY_MULT 0x20 726#define CAN_APPLY_UNAPPLY_MULT 0x20
747#define CAN_APPLY_UNAPPLY_CHOICE 0x40 727#define CAN_APPLY_UNAPPLY_CHOICE 0x40
748 728
749// Cut off point of when an object is put on the active list or not 729// Cut off point of when an object is put on the active list or not
750// we use 2**-n because that can be represented exactly 730// we use 2**-n because that can be represented exactly
751// also make sure that this is a float, not double, constant 731// also make sure that this is a float, not double, constant.
732// some areas in the server divide by this value, so
733// to avoid integer overflows it should not be much lower.
752#define MIN_ACTIVE_SPEED (1.f / 65536.f) 734#define MIN_ACTIVE_SPEED (1.f / 65536.f)
753 735
754/* have mercy on players and guarantee a somewhat higher speed */ 736/* have mercy on players and guarantee a somewhat higher speed */
755#define MIN_PLAYER_SPEED 0.04f 737#define MIN_PLAYER_SPEED 0.04f
756 738

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