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Comparing deliantra/server/include/define.h (file contents):
Revision 1.127 by root, Sat Apr 10 04:42:44 2010 UTC vs.
Revision 1.145 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
26 27
41 42
42#ifdef __NetBSD__ 43#ifdef __NetBSD__
43# include <sys/param.h> 44# include <sys/param.h>
44#endif 45#endif
45 46
47#define MAXNUMLEVELS 256 // maximum number of levels possible
46#define MAXLEVEL 115 // for treasure calculations only 48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
47 49
48// maximum length of an object name in the protocol 50// maximum length of an object name in the protocol
49#define NAME_LEN 127 51#define NAME_LEN 127
50 52
51#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
109#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
110#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
111#define MAP 22 113#define MAP 22
112#define DOOR 23 114#define DOOR 23
113#define KEY 24 115#define KEY 24
114//25 116#define PHYSICS 25 // deliantra: "things that move"
115#define TIMED_GATE 26 117#define TIMED_GATE 26
116#define TRIGGER 27 118#define TRIGGER 27
117#define GRIMREAPER 28 119#define GRIMREAPER 28
118#define MAGIC_EAR 29 120#define MAGIC_EAR 29
119#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
160#define GEM 60 162#define GEM 60
161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
162#define FIREWALL 62 164#define FIREWALL 62
163#define ANVIL 63 165#define ANVIL 63
164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
165#define MOOD_FLOOR 65 /* 167#define MOOD_FLOOR 65 /*
166 * values of last_sp set how to change: 168 * values of last_sp set how to change:
167 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
168 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
169 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
170 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
245 247
246typedef std::bitset<NUM_TYPES> typeset; 248typedef std::bitset<NUM_TYPES> typeset;
247 249
248/* These are the items that currently can change digestion, regeneration, 250/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary 251 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array. 252 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes. 253 * As a special exception, bows use stats.sp for their own purposes.
252 */ 254 */
253static const struct digest_types : typeset 255static const struct digest_types : typeset
254{ 256{
255 digest_types () 257 digest_types ()
282 284
283/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
284#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
285#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
286#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
289#define ST_MAT_QUAD 4 /* Quad build material */
287 290
288/* definitions for weapontypes */ 291/* definitions for weapontypes */
289 292
290#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
291#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
353#define PU_FLESH 0x04000000 356#define PU_FLESH 0x04000000
354 357
355 358
356/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
357 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
358 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
359 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
360 * three spaces 363 * three spaces
361 */ 364 */
362#define SIZEOFFREE0 0 365#define SIZEOFFREE0 0
363#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
364#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
365#define SIZEOFFREE3 48 368#define SIZEOFFREE3 48
366#define SIZEOFFREE 49 369#define SIZEOFFREE 49
367 370
368#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
369 372
370/* 373/*
371 * If any FLAG's are added or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
372 * common/loader.C is updated. 375 * common/loader.C is updated.
373 */ 376 */
374
375/* Basic routines to do above */
376#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
377#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
378#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
379 377
380/* the flags */ 378/* the flags */
381 379
382#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
383#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
385#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
386#define FLAG_WIZLOOK 4 /* disable los and lighting */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
387#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
388#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
389#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
390
391#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
392/*#define FLAG_WALK_ON 9*/ 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
393/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
394
395#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
396
397/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
398/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
399#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
400
401#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
402#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
403#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
404#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
405#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
407#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
408#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
409#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
410#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
411#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
412
413/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
414/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
415/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
416
417#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
418#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
419#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
420#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
421#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
425#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
426#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
427#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
428#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
429#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
430
431#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
432//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
433#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
434#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
435#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
436 but can still attack at a distance */ 427 but can still attack at a distance */
437
438/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
439 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
440/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
441
442#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
443#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
444#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
445#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
446
447#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
448#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
449#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
450#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
451#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
452#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
453#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
454#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
455#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
456
457#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
458#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
459#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
460
461#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
462#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
463#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
464#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
465#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
466#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
467#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
468#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
469
470#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
471#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
472#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
473#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
474#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
475#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
476#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
477#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
478
479#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
480#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
481#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
482
483#define FLAG_PRECIOUS 83 // object is precious (pets) 466#define FLAG_PRECIOUS 83 // object is precious (pets)
484#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
485#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
486#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
487
488#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
489#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
490#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
491#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
492#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
493#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
494#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
495#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
496
497/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
498
499#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
500#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
501 * away (replaces ghosthit) 481 * away (replaces ghosthit)
502 */ 482 */
503#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
511 * load_original_map() */ 491 * load_original_map() */
512#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
513#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
514#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
515#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
516#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
517#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
518#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
519#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
520#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
521 503 */
504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
522#define NUM_FLAGS 113 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
523 * defined flag + 1. If you change this, 509 * defined flag + 1.
524 * make sure you update the flag_links
525 * in common/loader.l
526 */ 510 */
527 511
528/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
529 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
530 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
531 */ 515 */
532#define MOVE_WALK 0x01 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
533#define MOVE_FLY_LOW 0x02 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
534#define MOVE_FLY_HIGH 0x04 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
535#define MOVE_FLYING 0x06
536 /* Combo of fly_low and fly_high */
537#define MOVE_SWIM 0x08 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
538#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
539#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
540 522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
541#define MOVE_ALL 0x3f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
542 525
543/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
544 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
545 */ 528 */
553 536
554/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
555 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
556 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
557 * onto it. 540 * onto it.
558 * 541 *
559 */ 542 */
560#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
561 ((type) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
562 545
563#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
591#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
592#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
593#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
594#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
595 578
596#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
597#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
598 581
599#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
600#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
601#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
602 585
669 /* changing directions */ 652 /* changing directions */
670 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
671#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
672#define HI4 240 655#define HI4 240
673 656
674#define BLANK_FACE_NAME "blank.x11" 657#define BLANK_FACE_NAME "blank.x11"
675#define EMPTY_FACE_NAME "empty.x11" 658#define EMPTY_FACE_NAME "empty.x11"
659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
676 660
677/* 661/*
678 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
679 */ 663 */
680 664

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