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Comparing deliantra/server/include/define.h (file contents):
Revision 1.121 by root, Sun Apr 4 20:00:05 2010 UTC vs.
Revision 1.127 by root, Sat Apr 10 04:42:44 2010 UTC

96#define POISON 7 96#define POISON 7
97#define BOOK 8 97#define BOOK 8
98#define CLOCK 9 98#define CLOCK 9
99#define VEIN 10 // deliantra: mineral/ore/whatever vein 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
100#define RANGED 11 // deliantra: other range item (skill based) 100#define RANGED 11 // deliantra: other range item (skill based)
101//12 101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
102#define ARROW 13 102#define ARROW 13
103#define BOW 14 103#define BOW 14
104#define WEAPON 15 104#define WEAPON 15
105#define ARMOUR 16 105#define ARMOUR 16
106#define PEDESTAL 17 106#define PEDESTAL 17
128#define AMULET 39 128#define AMULET 39
129#define PLAYERMOVER 40 129#define PLAYERMOVER 40
130#define TELEPORTER 41 130#define TELEPORTER 41
131#define CREATOR 42 131#define CREATOR 42
132#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
133//44 133#define IDENTIFY_ALTAR 44
134#define EARTHWALL 45 134#define EARTHWALL 45
135#define GOLEM 46 135#define GOLEM 46
136//47 136#define DEEP_SWAMP 47
137#define THROWN_OBJ 48 137#define THROWN_OBJ 48
138#define BLINDNESS 49 138#define BLINDNESS 49
139#define GOD 50 139#define GOD 50
140#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
141 * which notices the presense of 141 * which notices the presense of
156 156
157#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
158 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
159 */ 159 */
160#define GEM 60 160#define GEM 60
161//61 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
162#define FIREWALL 62 162#define FIREWALL 62
163#define ANVIL 63 163#define ANVIL 63
164#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 */
165#define MOOD_FLOOR 65 /* 165#define MOOD_FLOOR 65 /*
166 * values of last_sp set how to change: 166 * values of last_sp set how to change:
175#define EXIT 66 175#define EXIT 66
176#define ENCOUNTER 67 176#define ENCOUNTER 67
177#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
178#define SHOP_MAT 69 178#define SHOP_MAT 69
179#define RING 70 179#define RING 70
180#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
181#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
182#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
183#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
184#define LIGHTER 75 184#define LIGHTER 75
185//76 185//76
196#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
197//84 197//84
198#define SPELLBOOK 85 198#define SPELLBOOK 85
199//86 199//86
200#define CLOAK 87 200#define CLOAK 87
201//88 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
202//89 202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
203#define SPINNER 90 204#define SPINNER 90
204#define GATE 91 205#define GATE 91
205#define BUTTON 92 206#define BUTTON 92
206#define T_HANDLE 93 207#define T_HANDLE 93
207#define HOLE 94 208#define HOLE 94
208#define TRAPDOOR 95 209#define TRAPDOOR 95
209//96 210#define RUNE 96
210//97 211#define TRAP 97
211#define SIGN 98 212#define SIGN 98
212#define BOOTS 99 213#define BOOTS 99
213#define GLOVES 100 214#define GLOVES 100
214#define SPELL 101 215#define SPELL 101
215#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
216#define CONVERTER 103 217#define CONVERTER 103
217#define BRACERS 104 218#define BRACERS 104
218#define POISONING 105 219#define POISONING 105
219#define SAVEBED 106 220#define SAVEBED 106
220//107 221#define DISEASE 107
221//108 222#define SYMPTOM 108
222#define WAND 109 223#define WAND 109
223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
224#define SCROLL 111 225#define SCROLL 111
225#define DIRECTOR 112 226#define DIRECTOR 112
226#define GIRDLE 113 227#define GIRDLE 113
227#define FORCE 114 228#define FORCE 114
228#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 */
229#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 */
230//117 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
231//118 232#define POWER_CRYSTAL 118
232//119 233#define CORPSE 119
233//120 234//120
234#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. */
235#define CONTAINER 122 236#define CONTAINER 122
236#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
237#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
238//125
239//126
240//127
241//128
242//129
243#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244//131
245//132
246//133
247//134
248//135
249//136
250//137
251#define DEEP_SWAMP 138
252#define IDENTIFY_ALTAR 139
253//140
254//141
255//142
256//143
257//144
258//145
259//146
260//147
261//148
262//149
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264//151
265//152
266//153
267#define RUNE 154
268#define TRAP 155
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
275//162
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277#define MAPSCRIPT 164 /* A perl-scripted connectable */
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
280 241
281#define NUM_TYPES 166 // must be max(type) + 1 242#define NUM_TYPES 127 // must be max(type) + 1
282 243
283/* 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;
284 274
285// maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
286// currently (2007-09) in use: 50 276// currently (2007-09) in use: 50
287#define NUM_SUBTYPES 64 277#define NUM_SUBTYPES 64
288 278
741#define CAN_APPLY_UNAPPLY_MULT 0x20 731#define CAN_APPLY_UNAPPLY_MULT 0x20
742#define CAN_APPLY_UNAPPLY_CHOICE 0x40 732#define CAN_APPLY_UNAPPLY_CHOICE 0x40
743 733
744// Cut off point of when an object is put on the active list or not 734// Cut off point of when an object is put on the active list or not
745// we use 2**-n because that can be represented exactly 735// we use 2**-n because that can be represented exactly
746// also make sure that this is a float, not double, constant 736// also make sure that this is a float, not double, constant.
737// some areas in the server divide by this value, so
738// to avoid integer overflows it should not be much lower.
747#define MIN_ACTIVE_SPEED (1.f / 65536.f) 739#define MIN_ACTIVE_SPEED (1.f / 65536.f)
748 740
749/* have mercy on players and guarantee a somewhat higher speed */ 741/* have mercy on players and guarantee a somewhat higher speed */
750#define MIN_PLAYER_SPEED 0.04f 742#define MIN_PLAYER_SPEED 0.04f
751 743

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