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Comparing deliantra/server/include/define.h (file contents):
Revision 1.125 by root, Thu Apr 8 22:28:29 2010 UTC vs.
Revision 1.139 by elmex, Wed May 18 20:44:39 2011 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
41 41
42#ifdef __NetBSD__ 42#ifdef __NetBSD__
43# include <sys/param.h> 43# include <sys/param.h>
44#endif 44#endif
45 45
46#define MAXNUMLEVELS 256 // maximum number of levels possible
46#define MAXLEVEL 115 // for treasure calculations only 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
47 48
48// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
49#define NAME_LEN 127 50#define NAME_LEN 127
50 51
51#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
96#define POISON 7 97#define POISON 7
97#define BOOK 8 98#define BOOK 8
98#define CLOCK 9 99#define CLOCK 9
99#define VEIN 10 // deliantra: mineral/ore/whatever vein 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
100#define RANGED 11 // deliantra: other range item (skill based) 101#define RANGED 11 // deliantra: other range item (skill based)
101//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
102#define ARROW 13 103#define ARROW 13
103#define BOW 14 104#define BOW 14
104#define WEAPON 15 105#define WEAPON 15
105#define ARMOUR 16 106#define ARMOUR 16
106#define PEDESTAL 17 107#define PEDESTAL 17
109#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
110#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
111#define MAP 22 112#define MAP 22
112#define DOOR 23 113#define DOOR 23
113#define KEY 24 114#define KEY 24
114//25 115#define PHYSICS 25 // deliantra: "things that move"
115#define TIMED_GATE 26 116#define TIMED_GATE 26
116#define TRIGGER 27 117#define TRIGGER 27
117#define GRIMREAPER 28 118#define GRIMREAPER 28
118#define MAGIC_EAR 29 119#define MAGIC_EAR 29
119#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
128#define AMULET 39 129#define AMULET 39
129#define PLAYERMOVER 40 130#define PLAYERMOVER 40
130#define TELEPORTER 41 131#define TELEPORTER 41
131#define CREATOR 42 132#define CREATOR 42
132#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
133//44 134#define IDENTIFY_ALTAR 44
134#define EARTHWALL 45 135#define EARTHWALL 45
135#define GOLEM 46 136#define GOLEM 46
136//47 137#define DEEP_SWAMP 47
137#define THROWN_OBJ 48 138#define THROWN_OBJ 48
138#define BLINDNESS 49 139#define BLINDNESS 49
139#define GOD 50 140#define GOD 50
140#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
141 * which notices the presense of 142 * which notices the presense of
156 157
157#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
158 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
159 */ 160 */
160#define GEM 60 161#define GEM 60
161//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
162#define FIREWALL 62 163#define FIREWALL 62
163#define ANVIL 63 164#define ANVIL 63
164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 165#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
165#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
166 * values of last_sp set how to change: 167 * values of last_sp set how to change:
196#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
197//84 198//84
198#define SPELLBOOK 85 199#define SPELLBOOK 85
199//86 200//86
200#define CLOAK 87 201#define CLOAK 87
201//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
202//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
203#define SPINNER 90 205#define SPINNER 90
204#define GATE 91 206#define GATE 91
205#define BUTTON 92 207#define BUTTON 92
206#define T_HANDLE 93 208#define T_HANDLE 93
207#define HOLE 94 209#define HOLE 94
216#define CONVERTER 103 218#define CONVERTER 103
217#define BRACERS 104 219#define BRACERS 104
218#define POISONING 105 220#define POISONING 105
219#define SAVEBED 106 221#define SAVEBED 106
220#define DISEASE 107 222#define DISEASE 107
221//108 223#define SYMPTOM 108
222#define WAND 109 224#define WAND 109
223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
224#define SCROLL 111 226#define SCROLL 111
225#define DIRECTOR 112 227#define DIRECTOR 112
226#define GIRDLE 113 228#define GIRDLE 113
227#define FORCE 114 229#define FORCE 114
228#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 230#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 */ 231#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
230//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
231//118 233#define POWER_CRYSTAL 118
232//119 234#define CORPSE 119
233//120 235//120
234#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 236#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
235#define CONTAINER 122 237#define CONTAINER 122
236#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
237#define WEAPON_IMPROVER 124 239#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//154
268//155
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271//158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */ 241#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) */
280 242
281#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
282 244
283/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
284 246
285typedef std::bitset<NUM_TYPES> typeset; 247typedef std::bitset<NUM_TYPES> typeset;
286 248
321 283
322/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
323#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
324#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
325#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 287#define ST_MAT_ITEM 3 /* All other items, including doors & such */
288#define ST_MAT_QUAD 4 /* Quad build material */
326 289
327/* definitions for weapontypes */ 290/* definitions for weapontypes */
328 291
329#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
330#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
409/* 372/*
410 * If any FLAG's are added or changed, make sure the flag_names structure in 373 * If any FLAG's are added or changed, make sure the flag_names structure in
411 * common/loader.C is updated. 374 * common/loader.C is updated.
412 */ 375 */
413 376
414/* Basic routines to do above */
415#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
417#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
418
419/* the flags */ 377/* the flags */
420 378
421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
423#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ 381#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
424#define FLAG_FREED 3 /* Object is in the list of free objects */ 382#define FLAG_FREED 3 /* Object is in the list of free objects */
425#define FLAG_WIZLOOK 4 /* disable los and lighting */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
426#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
429
430#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
431/*#define FLAG_WALK_ON 9*/ 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
432/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
433
434#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
435
436/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 391/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
437/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 392/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
438#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
439
440#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
441#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
442#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
443#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
444#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
446#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 400#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
447#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
448#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
449#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
450#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
451
452/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
453/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
454/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
455
456#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
457#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
458#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
459#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
464#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
465#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
466#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
467#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
468#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
469
470#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 421#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
471//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ 422//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
472#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
473#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 424#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
474#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
475 but can still attack at a distance */ 426 but can still attack at a distance */
476
477/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 427/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
478 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
479/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
480
481#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
482#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
483#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
484#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 433#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
485
486#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
487#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
488#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 436#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
489#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
490#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
491#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
492#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 440#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
493#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 441#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
494#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
495
496#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
497#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 444#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
498#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 445#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
499
500#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
501#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 447#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
502#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
503#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
504#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
505#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 451#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
506#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
507#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
508
509#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
510#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 455#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
511#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
512#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
513#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 458#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
514#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 459#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
515#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 460#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
516#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
517
518#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
519#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 463#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
520#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
521
522#define FLAG_PRECIOUS 83 // object is precious (pets) 465#define FLAG_PRECIOUS 83 // object is precious (pets)
523#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
524#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
525#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
526
527#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
528#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
529#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 471#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
530#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 472#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
531#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 473#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
532#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
533#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 475#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
534#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
535
536/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
537
538#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
539#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 479#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
540 * away (replaces ghosthit) 480 * away (replaces ghosthit)
541 */ 481 */
542#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 482#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
555#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
556#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 496#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
557#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
558#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 498#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
559#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 499#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
500#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
501 * (for the quads world for instance)
560 502 */
503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
561#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
562 * defined flag + 1. If you change this, 508 * defined flag + 1.
563 * make sure you update the flag_links
564 * in common/loader.l
565 */ 509 */
566 510
567/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
568 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
569 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
570 */ 514 */
571#define MOVE_WALK 0x01 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
572#define MOVE_FLY_LOW 0x02 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
573#define MOVE_FLY_HIGH 0x04 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
574#define MOVE_FLYING 0x06
575 /* Combo of fly_low and fly_high */
576#define MOVE_SWIM 0x08 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
577#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
578#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
579 521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
580#define MOVE_ALL 0x3f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
581 524
582/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
583 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
584 */ 527 */
708 /* changing directions */ 651 /* changing directions */
709 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
710#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 653#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
711#define HI4 240 654#define HI4 240
712 655
713#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
714#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
715 659
716/* 660/*
717 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
718 */ 662 */
719 663
770#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
771#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
772 716
773// Cut off point of when an object is put on the active list or not 717// Cut off point of when an object is put on the active list or not
774// we use 2**-n because that can be represented exactly 718// we use 2**-n because that can be represented exactly
775// also make sure that this is a float, not double, constant 719// also make sure that this is a float, not double, constant.
720// some areas in the server divide by this value, so
721// to avoid integer overflows it should not be much lower.
776#define MIN_ACTIVE_SPEED (1.f / 65536.f) 722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
777 723
778/* have mercy on players and guarantee a somewhat higher speed */ 724/* have mercy on players and guarantee a somewhat higher speed */
779#define MIN_PLAYER_SPEED 0.04f 725#define MIN_PLAYER_SPEED 0.04f
780 726

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