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Comparing deliantra/server/include/define.h (file contents):
Revision 1.113 by root, Wed Mar 24 17:41:47 2010 UTC vs.
Revision 1.118 by root, Sat Apr 3 02:27:24 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 (©) 2005,2006,2007,2008,2009,2010 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
98#define POTION 5 100#define POTION 5
99#define FOOD 6 101#define FOOD 6
100#define POISON 7 102#define POISON 7
101#define BOOK 8 103#define BOOK 8
102#define CLOCK 9 104#define CLOCK 9
103//10 105#define VEIN 10 // deliantra: mineral/ore/whatever vein
104//11 106#define RANGED 11 // deliantra: other range item (skill based)
105//12 107//12
106#define ARROW 13 108#define ARROW 13
107#define BOW 14 109#define BOW 14
108#define WEAPON 15 110#define WEAPON 15
109#define ARMOUR 16 111#define ARMOUR 16
401#define FLAG_APPLIED 5 /* Object is ready for use by living */ 403#define FLAG_APPLIED 5 /* Object is ready for use by living */
402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404 406
405#define FLAG_NO_PICK 8 /* Object can't be picked up */ 407#define FLAG_NO_PICK 8 /* Object can't be picked up */
408#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */
406 409
407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 410/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409 411
410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 412#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411 413
412/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 414/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
698 700
699/* Flags for apply_special() */ 701/* Flags for apply_special() */
700enum apply_flag 702enum apply_flag
701{ 703{
702 /* Basic flags/mode, always use one of these */ 704 /* Basic flags/mode, always use one of these */
703 AP_TOGGLE = 0, 705 AP_TOGGLE = 0,
704 AP_APPLY = 1, 706 AP_APPLY = 0x01,
705 AP_UNAPPLY = 2, 707 AP_UNAPPLY = 0x02,
706 708 AP_MODE = 0x03,
707 AP_BASIC_FLAGS = 0x0f,
708 709
709 /* Optional flags, for bitwise or with a basic flag */ 710 /* Optional flags, for bitwise or with a basic flag */
710 AP_NO_MERGE = 0x10, 711 AP_NO_MERGE = 0x10,
711 AP_IGNORE_CURSE = 0x20, 712 AP_IGNORE_CURSE = 0x20,
712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 713 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
713 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 714 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
714}; 715};
715 716
716/* Bitmask values for 'can_apply_object()' return values. 717/* Bitmask values for 'can_apply_object()' return values.
717 * the CAN_APPLY_ prefix is to just note what function the 718 * the CAN_APPLY_ prefix is to just note what function the
718 * are returned from. 719 * are returned from.
737 * this one can be applied. Think of rings - human is wearing two 738 * 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 739 * rings and tries to apply one - there are two possible rings he
739 * could remove. 740 * could remove.
740 * 741 *
741 */ 742 */
742#define CAN_APPLY_NEVER 0x1 743#define CAN_APPLY_NEVER 0x01
743#define CAN_APPLY_RESTRICTION 0x2 744#define CAN_APPLY_RESTRICTION 0x02
744#define CAN_APPLY_NOT_MASK 0xf 745#define CAN_APPLY_NOT_MASK 0x0f
746
745#define CAN_APPLY_UNAPPLY 0x10 747#define CAN_APPLY_UNAPPLY 0x10
746#define CAN_APPLY_UNAPPLY_MULT 0x20 748#define CAN_APPLY_UNAPPLY_MULT 0x20
747#define CAN_APPLY_UNAPPLY_CHOICE 0x40 749#define CAN_APPLY_UNAPPLY_CHOICE 0x40
748 750
749// Cut off point of when an object is put on the active list or not 751// Cut off point of when an object is put on the active list or not

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