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Comparing deliantra/server/include/define.h (file contents):
Revision 1.115 by root, Sun Mar 28 22:29:50 2010 UTC vs.
Revision 1.125 by root, Thu Apr 8 22:28:29 2010 UTC

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#define VEIN 10 // deliantra: minerla/ore/whatever vein 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
208#define GATE 91 204#define GATE 91
209#define BUTTON 92 205#define BUTTON 92
210#define T_HANDLE 93 206#define T_HANDLE 93
211#define HOLE 94 207#define HOLE 94
212#define TRAPDOOR 95 208#define TRAPDOOR 95
213//96 209#define RUNE 96
214//97 210#define TRAP 97
215#define SIGN 98 211#define SIGN 98
216#define BOOTS 99 212#define BOOTS 99
217#define GLOVES 100 213#define GLOVES 100
218#define SPELL 101 214#define SPELL 101
219#define SPELL_EFFECT 102 215#define SPELL_EFFECT 102
220#define CONVERTER 103 216#define CONVERTER 103
221#define BRACERS 104 217#define BRACERS 104
222#define POISONING 105 218#define POISONING 105
223#define SAVEBED 106 219#define SAVEBED 106
224//107 220#define DISEASE 107
225//108 221//108
226#define WAND 109 222#define WAND 109
227#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
228#define SCROLL 111 224#define SCROLL 111
229#define DIRECTOR 112 225#define DIRECTOR 112
266//149 262//149
267#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
268//151 264//151
269//152 265//152
270//153 266//153
271#define RUNE 154 267//154
272#define TRAP 155 268//155
273#define POWER_CRYSTAL 156 269#define POWER_CRYSTAL 156
274#define CORPSE 157 270#define CORPSE 157
275#define DISEASE 158 271//158
276#define SYMPTOM 159 272#define SYMPTOM 159
277#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
278#define MATERIAL 161 /* Material for building */ 274#define MATERIAL 161 /* Material for building */
279//162 275//162
280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
283 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
284 280
285#define NUM_TYPES 166 // must be max(type) + 1 281#define NUM_TYPES 166 // must be max(type) + 1
286 282
287/* END TYPE DEFINE */ 283/* END TYPE DEFINE */
284
285typedef std::bitset<NUM_TYPES> typeset;
286
287/* These are the items that currently can change digestion, regeneration,
288 * spell point recovery and mana point recovery. Seems sort of an arbitary
289 * list, but other items store other info into stats array.
290 * As a special exception, bows use stats.sp for their own purposes.
291 */
292static const struct digest_types : typeset
293{
294 digest_types ()
295 {
296 set (WEAPON);
297 set (BOW);
298 set (ARMOUR);
299 set (HELMET);
300 set (SHIELD);
301 set (RING);
302 set (BOOTS);
303 set (GLOVES);
304 set (AMULET);
305 set (GIRDLE);
306 set (BRACERS);
307 set (CLOAK);
308 set (DISEASE);
309 set (FORCE);
310 set (SKILL);
311 }
312} digest_types;
288 313
289// maximum supported subtype number + 1, can be increased to 256 314// maximum supported subtype number + 1, can be increased to 256
290// currently (2007-09) in use: 50 315// currently (2007-09) in use: 50
291#define NUM_SUBTYPES 64 316#define NUM_SUBTYPES 64
292 317
401#define FLAG_APPLIED 5 /* Object is ready for use by living */ 426#define FLAG_APPLIED 5 /* Object is ready for use by living */
402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 428#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404 429
405#define FLAG_NO_PICK 8 /* Object can't be picked up */ 430#define FLAG_NO_PICK 8 /* Object can't be picked up */
406 431/*#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) */ 432/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409 433
410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 434#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411 435
412/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 436/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
590 * slow down the game */ 614 * slow down the game */
591#define MAX_DARKNESS 5 /* maximum map darkness, there is no 615#define MAX_DARKNESS 5 /* maximum map darkness, there is no
592 * practical reason to exceed this */ 616 * practical reason to exceed this */
593#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 617#define LOS_MAX 4 /* max. los value for non-blocked spaces */
594#define LOS_BLOCKED 100 /* fully blocked spaces */ 618#define LOS_BLOCKED 100 /* fully blocked spaces */
595#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 619#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
596 MAX_LIGHT_RADII:(xyz)->glow_radius; 620 MAX_LIGHT_RADII : (xyz)->glow_radius;
597// player position in blocked_los code 621// player position in blocked_los code
598#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 622#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
599#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 623#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
600 624
601 625
698 722
699/* Flags for apply_special() */ 723/* Flags for apply_special() */
700enum apply_flag 724enum apply_flag
701{ 725{
702 /* Basic flags/mode, always use one of these */ 726 /* Basic flags/mode, always use one of these */
703 AP_TOGGLE = 0, 727 AP_TOGGLE = 0,
704 AP_APPLY = 1, 728 AP_APPLY = 0x01,
705 AP_UNAPPLY = 2, 729 AP_UNAPPLY = 0x02,
706 730 AP_MODE = 0x03,
707 AP_BASIC_FLAGS = 0x0f,
708 731
709 /* Optional flags, for bitwise or with a basic flag */ 732 /* Optional flags, for bitwise or with a basic flag */
710 AP_NO_MERGE = 0x10, 733 AP_NO_MERGE = 0x10,
711 AP_IGNORE_CURSE = 0x20, 734 AP_IGNORE_CURSE = 0x20,
712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 735 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
713 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 736 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
714}; 737};
715 738
716/* Bitmask values for 'can_apply_object()' return values. 739/* Bitmask values for 'can_apply_object()' return values.
717 * the CAN_APPLY_ prefix is to just note what function the 740 * the CAN_APPLY_ prefix is to just note what function the
718 * are returned from. 741 * are returned from.
737 * this one can be applied. Think of rings - human is wearing two 760 * 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 761 * rings and tries to apply one - there are two possible rings he
739 * could remove. 762 * could remove.
740 * 763 *
741 */ 764 */
742#define CAN_APPLY_NEVER 0x1 765#define CAN_APPLY_NEVER 0x01
743#define CAN_APPLY_RESTRICTION 0x2 766#define CAN_APPLY_RESTRICTION 0x02
744#define CAN_APPLY_NOT_MASK 0xf 767#define CAN_APPLY_NOT_MASK 0x0f
768
745#define CAN_APPLY_UNAPPLY 0x10 769#define CAN_APPLY_UNAPPLY 0x10
746#define CAN_APPLY_UNAPPLY_MULT 0x20 770#define CAN_APPLY_UNAPPLY_MULT 0x20
747#define CAN_APPLY_UNAPPLY_CHOICE 0x40 771#define CAN_APPLY_UNAPPLY_CHOICE 0x40
748 772
749// Cut off point of when an object is put on the active list or not 773// Cut off point of when an object is put on the active list or not

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