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Comparing deliantra/server/include/define.h (file contents):
Revision 1.108 by root, Mon Nov 9 19:17:58 2009 UTC vs.
Revision 1.120 by root, Sun Apr 4 04:58:46 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
391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 387#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
392#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 388#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
393 389
394/* the flags */ 390/* the flags */
395 391
396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 392#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
397#define FLAG_WIZ 1 /* Object has special privilegies */ 393#define FLAG_WIZ 1 /* Object has special privilegies */
398#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ 394#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
399#define FLAG_FREED 3 /* Object is in the list of free objects */ 395#define FLAG_FREED 3 /* Object is in the list of free objects */
400#define FLAG_WIZLOOK 4 /* disable los and lighting */ 396#define FLAG_WIZLOOK 4 /* disable los and lighting */
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 */
413/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 408/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 409#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
415 410
416#define FLAG_MONSTER 14 /* Will attack players */ 411#define FLAG_MONSTER 14 /* Will attack players */
417#define FLAG_FRIENDLY 15 /* Will help players */ 412#define FLAG_FRIENDLY 15 /* Will help players */
418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 413#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 414#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
420#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 415#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
421#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 416#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
422#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 417#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
423#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 418#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
424#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 419#define FLAG_CAN_ROLL 22 /* Object can be rolled */
425#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 420#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
426#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 421#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
427 422
428/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 423/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
429/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 424/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
430/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 425/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
431 426
432#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 427#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
433#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 428#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
434#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 429#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
435#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 430#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
436#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 431#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
437#define FLAG_HITBACK 33 /* Object will hit back when hit */ 432#define FLAG_HITBACK 33 /* Object will hit back when hit */
438#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 433#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
439#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 434#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
440#define FLAG_UNDEAD 36 /* Monster is undead */ 435#define FLAG_UNDEAD 36 /* Monster is undead */
441#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 436#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 437#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 438#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 439#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
445 440
446#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 441#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
447#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 442//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 443#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
449#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 444#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 445#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
451 but can still attack at a distance */ 446 but can still attack at a distance */
452 447
453/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 448/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
454 thru this object as if it wasn't there */ 449 thru this object as if it wasn't there */
455/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 450/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
456 451
457#define FLAG_PICK_UP 48 /* Can pick up */ 452#define FLAG_PICK_UP 48 /* Can pick up */
458#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 453#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
459#define FLAG_NO_DROP 50 /* Object can't be dropped */ 454#define FLAG_NO_DROP 50 /* Object can't be dropped */
460#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 455#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
461 456
462#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 457#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
463#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 458#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
464#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 459#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
465#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 460#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
466#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 461#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
467#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 462#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
468#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 463#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
469#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 464#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
470#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 465#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471 466
472#define FLAG_XRAYS 61 /* X-ray vision */ 467#define FLAG_XRAYS 61 /* X-ray vision */
473#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 468#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
474#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 469#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
475 470
476#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 471#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
477#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 472#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
478#define FLAG_SLEEP 66 /* NPC is sleeping */ 473#define FLAG_SLEEP 66 /* NPC is sleeping */
479#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 474#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
480#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 475#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
481#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 476#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
482#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 477#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
483#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 478#define FLAG_STEALTH 71 /* Will wake monsters with less range */
484 479
485#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 480#define FLAG_WIZPASS 72 /* The wizard can go through walls */
486#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 481#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
487#define FLAG_CURSED 74 /* The object is cursed */ 482#define FLAG_CURSED 74 /* The object is cursed */
488#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 483#define FLAG_DAMNED 75 /* The object is _very_ cursed */
489#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 484#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
490#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 485#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
491#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 486#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
492#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 487#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
493 488
494#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 489#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
495#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 490#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
496#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 491#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
497 492
498#define FLAG_PRECIOUS 83 // object is precious (pets) 493#define FLAG_PRECIOUS 83 // object is precious (pets)
499#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 494#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
500#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 495#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
501#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 496#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
502 497
503#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 498#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
504#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 499#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
505#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 500#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
506#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 501#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
507#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 502#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
508#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 503#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
509#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 504#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
510#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 505#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
511 506
512/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 507/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
513 508
514#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 509#define FLAG_NO_STEAL 96 /* Item can't be stolen */
515#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 510#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
516 * away (replaces ghosthit) 511 * away (replaces ghosthit)
517 */ 512 */
518#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 513#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
519 514
520#define FLAG_BERSERK 99 /* monster will attack closest living 515#define FLAG_BERSERK 99 /* monster will attack closest living
521 object */ 516 object */
522#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 517#define FLAG_NEUTRAL 100 /* monster is from type neutral */
523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 518#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
524#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 519#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
525#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 520#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
526 * load_original_map() */ 521 * load_original_map() */
527//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 522#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
528// * the overlay, and is not subject to
529// * decay. */
530#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 523#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
531#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 524#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
532#define FLAG_IS_WATER 107 525#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
533#define FLAG_CONTENT_ON_GEN 108 526#define FLAG_CONTENT_ON_GEN 108
534#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 527#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
535#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 528#define FLAG_IS_BUILDABLE 110 /* Can build on item */
536#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 529#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
537#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 530#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
538 531
539#define NUM_FLAGS 113 /* Should always be equal to the last 532#define NUM_FLAGS 113 /* Should always be equal to the last
540 * defined flag + 1. If you change this, 533 * defined flag + 1. If you change this,
541 * make sure you update the flag_links 534 * make sure you update the flag_links
542 * in common/loader.l 535 * in common/loader.l
543 */ 536 */
544 537
545/* If you add new movement types, you may need to update 538/* If you add new movement types, you may need to update
546 * describe_item() so properly describe those types. 539 * describe_item() so properly describe those types.
547 * change_abil() probably should be updated also. 540 * change_abil() probably should be updated also.
548 */ 541 */
592 * slow down the game */ 585 * slow down the game */
593#define MAX_DARKNESS 5 /* maximum map darkness, there is no 586#define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 * practical reason to exceed this */ 587 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 588#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */ 589#define LOS_BLOCKED 100 /* fully blocked spaces */
597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 590#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
598 MAX_LIGHT_RADII:(xyz)->glow_radius; 591 MAX_LIGHT_RADII : (xyz)->glow_radius;
599// player position in blocked_los code 592// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 593#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 594#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602 595
603 596
697 690
698#define PREFER_HIGH 1 691#define PREFER_HIGH 1
699#define PREFER_LOW 0 692#define PREFER_LOW 0
700 693
701/* Flags for apply_special() */ 694/* Flags for apply_special() */
695GENCONST_IV(AP_)
702enum apply_flag 696enum apply_flag
703{ 697{
704 /* Basic flags/mode, always use one of these */ 698 /* Basic flags/mode, always use one of these */
705 AP_TOGGLE = 0, 699 AP_TOGGLE = 0,
706 AP_APPLY = 1, 700 AP_APPLY = 0x01,
707 AP_UNAPPLY = 2, 701 AP_UNAPPLY = 0x02,
708 702 AP_MODE = 0x03,
709 AP_BASIC_FLAGS = 0x0f,
710 703
711 /* Optional flags, for bitwise or with a basic flag */ 704 /* Optional flags, for bitwise or with a basic flag */
712 AP_NO_MERGE = 0x10, 705 AP_NO_MERGE = 0x10,
713 AP_IGNORE_CURSE = 0x20, 706 AP_IGNORE_CURSE = 0x20,
714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 707 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
715 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 708 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
716}; 709};
717 710
718/* Bitmask values for 'can_apply_object()' return values. 711/* Bitmask values for 'can_apply_object()' return values.
719 * the CAN_APPLY_ prefix is to just note what function the 712 * the CAN_APPLY_ prefix is to just note what function the
720 * are returned from. 713 * are returned from.
739 * this one can be applied. Think of rings - human is wearing two 732 * this one can be applied. Think of rings - human is wearing two
740 * rings and tries to apply one - there are two possible rings he 733 * rings and tries to apply one - there are two possible rings he
741 * could remove. 734 * could remove.
742 * 735 *
743 */ 736 */
744#define CAN_APPLY_NEVER 0x1 737#define CAN_APPLY_NEVER 0x01
745#define CAN_APPLY_RESTRICTION 0x2 738#define CAN_APPLY_RESTRICTION 0x02
746#define CAN_APPLY_NOT_MASK 0xf 739#define CAN_APPLY_NOT_MASK 0x0f
740
747#define CAN_APPLY_UNAPPLY 0x10 741#define CAN_APPLY_UNAPPLY 0x10
748#define CAN_APPLY_UNAPPLY_MULT 0x20 742#define CAN_APPLY_UNAPPLY_MULT 0x20
749#define CAN_APPLY_UNAPPLY_CHOICE 0x40 743#define CAN_APPLY_UNAPPLY_CHOICE 0x40
750 744
751// Cut off point of when an object is put on the active list or not 745// Cut off point of when an object is put on the active list or not
752// we use 2**-n because that can be represented exactly 746// we use 2**-n because that can be represented exactly
753// also make sure that this is a float, not double, constant 747// also make sure that this is a float, not double, constant
754#define MIN_ACTIVE_SPEED (1.f / 65536.f) 748#define MIN_ACTIVE_SPEED (1.f / 65536.f)
749
750/* have mercy on players and guarantee a somewhat higher speed */
751#define MIN_PLAYER_SPEED 0.04f
755 752
756/* 753/*
757 * Warning! 754 * Warning!
758 * If you add message types here, don't forget 755 * If you add message types here, don't forget
759 * to keep the client up to date too! 756 * to keep the client up to date too!

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