--- deliantra/server/include/define.h 2010/04/02 03:41:24 1.117 +++ deliantra/server/include/define.h 2017/01/29 02:47:04 1.143 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -43,7 +43,8 @@ # include #endif -#define MAXLEVEL 115 // for treasure calculations only +#define MAXNUMLEVELS 256 // maximum number of levels possible +#define MAXLEVEL_TREASURE 115 // for treasure calculations only // maximum length of an object name in the protocol #define NAME_LEN 127 @@ -69,12 +70,6 @@ #define ATTUNE_REPELL 16 // levels diff for attune/repell -//TODO: remove all calls to fatal and replace them by cleanup -#define OUT_OF_MEMORY 0 -#define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 // unused -#define TOO_MANY_ERRORS 3 - /* TYPE DEFINES */ /* Only add new values to this list if somewhere in the program code, @@ -104,7 +99,7 @@ #define CLOCK 9 #define VEIN 10 // deliantra: mineral/ore/whatever vein #define RANGED 11 // deliantra: other range item (skill based) -//12 +#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ #define ARROW 13 #define BOW 14 #define WEAPON 15 @@ -117,7 +112,7 @@ #define MAP 22 #define DOOR 23 #define KEY 24 -//25 +#define PHYSICS 25 // deliantra: "things that move" #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -136,10 +131,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ -//44 +#define IDENTIFY_ALTAR 44 #define EARTHWALL 45 #define GOLEM 46 -//47 +#define DEEP_SWAMP 47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -164,11 +159,11 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 -//61 +#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* +#define MOOD_FLOOR 65 /* * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive @@ -183,7 +178,7 @@ #define SHOP_FLOOR 68 #define SHOP_MAT 69 #define RING 70 -#define FLOOR 71 /* this is a floor tile -> native layer 0 */ +//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? #define FLESH 72 /* animal 'body parts' -b.t. */ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ @@ -204,16 +199,17 @@ #define SPELLBOOK 85 //86 #define CLOAK 87 -//88 -//89 +#define MAPSCRIPT 88 /* A perl-scripted connectable */ +#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ #define SPINNER 90 #define GATE 91 #define BUTTON 92 #define T_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 -//96 -//97 +#define RUNE 96 +#define TRAP 97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -223,8 +219,8 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 -//107 -//108 +#define DISEASE 107 +#define SYMPTOM 108 #define WAND 109 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 @@ -233,61 +229,50 @@ #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ -//117 -//118 -//119 +#define ITEM_TRANSFORMER 117 /* Transforming one item with another */ +#define POWER_CRYSTAL 118 +#define CORPSE 119 //120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 -//125 -//126 -//127 -//128 -//129 -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ -//131 -//132 -//133 -//134 -//135 -//136 -//137 -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -//140 -//141 -//142 -//143 -//144 -//145 -//146 -//147 -//148 -//149 -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -//151 -//152 -//153 -#define RUNE 154 -#define TRAP 155 -#define POWER_CRYSTAL 156 -#define CORPSE 157 -#define DISEASE 158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161 /* Material for building */ -//162 -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -#define MAPSCRIPT 164 /* A perl-scripted connectable */ -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ +#define BUILDER 125 /* Generic item builder, see subtypes */ +#define MATERIAL 126 /* Material for building */ -#define NUM_TYPES 166 // must be max(type) + 1 +#define NUM_TYPES 127 // must be max(type) + 1 /* END TYPE DEFINE */ +typedef std::bitset typeset; + +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + * As a special exception, bows use stats.sp for their own purposes. + */ +static const struct digest_types : typeset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + // maximum supported subtype number + 1, can be increased to 256 // currently (2007-09) in use: 50 #define NUM_SUBTYPES 64 @@ -300,6 +285,7 @@ #define ST_MAT_FLOOR 1 /* Floor */ #define ST_MAT_WALL 2 /* Wall */ #define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_QUAD 4 /* Quad build material */ /* definitions for weapontypes */ @@ -371,8 +357,8 @@ /* Instead of using arbitrary constants for indexing the * freearr, add these values. <= SIZEOFFREE1 will get you - * within 1 space. <= SIZEOFFREE2 wll get you withing - * 2 spaces, and the entire array (< SIZEOFFREE) is + * within 1 space. <= SIZEOFFREE2 wll get you withing + * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ #define SIZEOFFREE0 0 @@ -383,16 +369,11 @@ #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ -/* +/* * If any FLAG's are added or changed, make sure the flag_names structure in * common/loader.C is updated. */ -/* Basic routines to do above */ -#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 -#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 -#define QUERY_FLAG(obj, flg) (obj)->flag [flg] - /* the flags */ #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ @@ -403,18 +384,13 @@ #define FLAG_APPLIED 5 /* Object is ready for use by living */ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ - #define FLAG_NO_PICK 8 /* Object can't be picked up */ -#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */ - +#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ - #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ @@ -426,11 +402,9 @@ #define FLAG_CAN_ROLL 22 /* Object can be rolled */ #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ @@ -444,23 +418,19 @@ #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ - #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ but can still attack at a distance */ - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ thru this object as if it wasn't there */ /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ - #define FLAG_PICK_UP 48 /* Can pick up */ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ #define FLAG_NO_DROP 50 /* Object can't be dropped */ #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ - #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ @@ -470,11 +440,9 @@ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ - #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ #define FLAG_SLEEP 66 /* NPC is sleeping */ @@ -483,7 +451,6 @@ #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ #define FLAG_STEALTH 71 /* Will wake monsters with less range */ - #define FLAG_WIZPASS 72 /* The wizard can go through walls */ #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ #define FLAG_CURSED 74 /* The object is cursed */ @@ -492,16 +459,13 @@ #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ - #define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ - #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ @@ -510,9 +474,7 @@ #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - #define FLAG_NO_STEAL 96 /* Item can't be stolen */ #define FLAG_ONE_HIT 97 /* Monster can only hit once before going * away (replaces ghosthit) @@ -530,16 +492,20 @@ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ -#define FLAG_CONTENT_ON_GEN 108 +#define FLAG_CONTENT_ON_GEN 108 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ #define FLAG_IS_BUILDABLE 110 /* Can build on item */ #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map - -#define NUM_FLAGS 113 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l +#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item + * (for the quads world for instance) + */ + +// temporary assignments +#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation + +#define NUM_FLAGS 115 /* Should always be equal to the last + * defined flag + 1. */ /* If you add new movement types, you may need to update @@ -549,12 +515,11 @@ #define MOVE_WALK 0x01 /* Object walks */ #define MOVE_FLY_LOW 0x02 /* Low flying object */ #define MOVE_FLY_HIGH 0x04 /* High flying object */ -#define MOVE_FLYING 0x06 - /* Combo of fly_low and fly_high */ #define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_SHIP 0x20 /* boats suitable for oceans */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ #define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of @@ -572,7 +537,7 @@ * on the 'type' move_block parameter * Add check - if type is 0, don't stop anything from moving * onto it. - * + * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ ((type) && (ob1->move_type & type) == ob1->move_type) @@ -594,8 +559,8 @@ * practical reason to exceed this */ #define LOS_MAX 4 /* max. los value for non-blocked spaces */ #define LOS_BLOCKED 100 /* fully blocked spaces */ -#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ - MAX_LIGHT_RADII:(xyz)->glow_radius; +#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ + MAX_LIGHT_RADII : (xyz)->glow_radius; // player position in blocked_los code #define LOS_X0 (MAP_CLIENT_X / 2 - 1) #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) @@ -688,8 +653,9 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -#define BLANK_FACE_NAME "blank.x11" -#define EMPTY_FACE_NAME "empty.x11" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" +#define MAGICMOUTH_FACE_NAME "magicmouth.x11" /* * Defines for the luck/random functions to make things more readable @@ -703,16 +669,15 @@ { /* Basic flags/mode, always use one of these */ AP_TOGGLE = 0, - AP_APPLY = 1, - AP_UNAPPLY = 2, - - AP_BASIC_FLAGS = 0x0f, + AP_APPLY = 0x01, + AP_UNAPPLY = 0x02, + AP_MODE = 0x03, /* Optional flags, for bitwise or with a basic flag */ AP_NO_MERGE = 0x10, AP_IGNORE_CURSE = 0x20, AP_PRINT = 0x40, /* Print what to do, don't actually do it */ - AP_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon + AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots }; /* Bitmask values for 'can_apply_object()' return values. @@ -741,16 +706,19 @@ * could remove. * */ -#define CAN_APPLY_NEVER 0x1 -#define CAN_APPLY_RESTRICTION 0x2 -#define CAN_APPLY_NOT_MASK 0xf +#define CAN_APPLY_NEVER 0x01 +#define CAN_APPLY_RESTRICTION 0x02 +#define CAN_APPLY_NOT_MASK 0x0f + #define CAN_APPLY_UNAPPLY 0x10 #define CAN_APPLY_UNAPPLY_MULT 0x20 #define CAN_APPLY_UNAPPLY_CHOICE 0x40 // Cut off point of when an object is put on the active list or not // we use 2**-n because that can be represented exactly -// also make sure that this is a float, not double, constant +// also make sure that this is a float, not double, constant. +// some areas in the server divide by this value, so +// to avoid integer overflows it should not be much lower. #define MIN_ACTIVE_SPEED (1.f / 65536.f) /* have mercy on players and guarantee a somewhat higher speed */