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Comparing deliantra/server/include/define.h (file contents):
Revision 1.118 by root, Sat Apr 3 02:27:24 2010 UTC vs.
Revision 1.126 by root, Thu Apr 8 22:40:35 2010 UTC

67 67
68#define MAX_NAME 48 68#define MAX_NAME 48
69 69
70#define ATTUNE_REPELL 16 // levels diff for attune/repell 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
71 71
72//TODO: remove all calls to fatal and replace them by cleanup
73#define OUT_OF_MEMORY 0
74#define MAP_ERROR 1
75#define ARCHTABLE_TOO_SMALL 2 // unused
76#define TOO_MANY_ERRORS 3
77
78/* TYPE DEFINES */ 72/* TYPE DEFINES */
79 73
80/* 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,
81 * 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
82 * 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
102#define POISON 7 96#define POISON 7
103#define BOOK 8 97#define BOOK 8
104#define CLOCK 9 98#define CLOCK 9
105#define VEIN 10 // deliantra: mineral/ore/whatever vein 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
106#define RANGED 11 // deliantra: other range item (skill based) 100#define RANGED 11 // deliantra: other range item (skill based)
107//12 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
108#define ARROW 13 102#define ARROW 13
109#define BOW 14 103#define BOW 14
110#define WEAPON 15 104#define WEAPON 15
111#define ARMOUR 16 105#define ARMOUR 16
112#define PEDESTAL 17 106#define PEDESTAL 17
134#define AMULET 39 128#define AMULET 39
135#define PLAYERMOVER 40 129#define PLAYERMOVER 40
136#define TELEPORTER 41 130#define TELEPORTER 41
137#define CREATOR 42 131#define CREATOR 42
138#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
139//44 133#define IDENTIFY_ALTAR 44
140#define EARTHWALL 45 134#define EARTHWALL 45
141#define GOLEM 46 135#define GOLEM 46
142//47 136#define DEEP_SWAMP 47
143#define THROWN_OBJ 48 137#define THROWN_OBJ 48
144#define BLINDNESS 49 138#define BLINDNESS 49
145#define GOD 50 139#define GOD 50
146#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
147 * which notices the presense of 141 * which notices the presense of
162 156
163#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
164 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
165 */ 159 */
166#define GEM 60 160#define GEM 60
167//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
168#define FIREWALL 62 162#define FIREWALL 62
169#define ANVIL 63 163#define ANVIL 63
170#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
171#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
172 * values of last_sp set how to change: 166 * values of last_sp set how to change:
181#define EXIT 66 175#define EXIT 66
182#define ENCOUNTER 67 176#define ENCOUNTER 67
183#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
184#define SHOP_MAT 69 178#define SHOP_MAT 69
185#define RING 70 179#define RING 70
186#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
187#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
188#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
189#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
190#define LIGHTER 75 184#define LIGHTER 75
191//76 185//76
202#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
203//84 197//84
204#define SPELLBOOK 85 198#define SPELLBOOK 85
205//86 199//86
206#define CLOAK 87 200#define CLOAK 87
207//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
208//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
209#define SPINNER 90 204#define SPINNER 90
210#define GATE 91 205#define GATE 91
211#define BUTTON 92 206#define BUTTON 92
212#define T_HANDLE 93 207#define T_HANDLE 93
213#define HOLE 94 208#define HOLE 94
214#define TRAPDOOR 95 209#define TRAPDOOR 95
215//96 210#define RUNE 96
216//97 211#define TRAP 97
217#define SIGN 98 212#define SIGN 98
218#define BOOTS 99 213#define BOOTS 99
219#define GLOVES 100 214#define GLOVES 100
220#define SPELL 101 215#define SPELL 101
221#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
222#define CONVERTER 103 217#define CONVERTER 103
223#define BRACERS 104 218#define BRACERS 104
224#define POISONING 105 219#define POISONING 105
225#define SAVEBED 106 220#define SAVEBED 106
226//107 221#define DISEASE 107
227//108 222#define SYMPTOM 108
228#define WAND 109 223#define WAND 109
229#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
230#define SCROLL 111 225#define SCROLL 111
231#define DIRECTOR 112 226#define DIRECTOR 112
232#define GIRDLE 113 227#define GIRDLE 113
233#define FORCE 114 228#define FORCE 114
234#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
235#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
236//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
237//118 232#define POWER_CRYSTAL 118
238//119 233#define CORPSE 119
239//120 234//120
240#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
241#define CONTAINER 122 236#define CONTAINER 122
242#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
243#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
244//125
245//126
246//127
247//128
248//129
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250//131
251//132
252//133
253//134
254//135
255//136
256//137
257#define DEEP_SWAMP 138
258#define IDENTIFY_ALTAR 139
259//140
260//141
261//142
262//143
263//144
264//145
265//146
266//147
267//148
268//149
269#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
270//151
271//152
272//153
273#define RUNE 154
274#define TRAP 155
275#define POWER_CRYSTAL 156
276#define CORPSE 157
277#define DISEASE 158
278#define SYMPTOM 159
279#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
280#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
281//162
282#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
283#define MAPSCRIPT 164 /* A perl-scripted connectable */
284#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
285 potions, alchemy, or magic works here (elmex) */
286 241
287#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
288 243
289/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
245
246typedef std::bitset<NUM_TYPES> typeset;
247
248/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes.
252 */
253static const struct digest_types : typeset
254{
255 digest_types ()
256 {
257 set (WEAPON);
258 set (BOW);
259 set (ARMOUR);
260 set (HELMET);
261 set (SHIELD);
262 set (RING);
263 set (BOOTS);
264 set (GLOVES);
265 set (AMULET);
266 set (GIRDLE);
267 set (BRACERS);
268 set (CLOAK);
269 set (DISEASE);
270 set (FORCE);
271 set (SKILL);
272 }
273} digest_types;
290 274
291// maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
292// currently (2007-09) in use: 50 276// currently (2007-09) in use: 50
293#define NUM_SUBTYPES 64 277#define NUM_SUBTYPES 64
294 278
403#define FLAG_APPLIED 5 /* Object is ready for use by living */ 387#define FLAG_APPLIED 5 /* Object is ready for use by living */
404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 388#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 389#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
406 390
407#define FLAG_NO_PICK 8 /* Object can't be picked up */ 391#define FLAG_NO_PICK 8 /* Object can't be picked up */
408#define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */ 392/*#define FLAG_WALK_ON 9*/
409
410/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 393/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
411 394
412#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 395#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
413 396
414/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 397/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
592 * slow down the game */ 575 * slow down the game */
593#define MAX_DARKNESS 5 /* maximum map darkness, there is no 576#define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 * practical reason to exceed this */ 577 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 578#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */ 579#define LOS_BLOCKED 100 /* fully blocked spaces */
597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 580#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
598 MAX_LIGHT_RADII:(xyz)->glow_radius; 581 MAX_LIGHT_RADII : (xyz)->glow_radius;
599// player position in blocked_los code 582// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 583#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 584#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602 585
603 586

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