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 | |
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54 | #define MAX_FOOD 999 |
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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 |
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71 | #define OUT_OF_MEMORY 0 |
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72 | #define MAP_ERROR 1 |
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73 | #define ARCHTABLE_TOO_SMALL 2 // unused |
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74 | #define TOO_MANY_ERRORS 3 |
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75 | |
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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 */ |
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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 |
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529 | // * decay. */ |
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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() */ |
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695 | GENCONST_IV(AP_) |
702 | enum apply_flag |
696 | enum 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, |
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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 |
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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) |
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749 | |
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750 | /* have mercy on players and guarantee a somewhat higher speed */ |
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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! |