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Comparing deliantra/server/include/define.h (file contents):
Revision 1.14 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.38 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23*/
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
110 * flags 111 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 112 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 113 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 114 */
114 115
115/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
116 119
117#define PLAYER 1 120/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 121
119#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
120#define TREASURE 4 125#define TREASURE 4
121#define POTION 5 126#define POTION 5
122#define FOOD 6 127#define FOOD 6
123#define POISON 7 128#define POISON 7
124#define BOOK 8 129#define BOOK 8
125#define CLOCK 9 130#define CLOCK 9
126 131
127/*#define FBULLET 10 */ 132#define ARROW 13
128 133#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 134#define WEAPON 15
134#define ARMOUR 16 135#define ARMOUR 16
135#define PEDESTAL 17 136#define PEDESTAL 17
136#define ALTAR 18 137#define ALTAR 18
137 138
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
141#define MAP 22 141#define MAP 22
142#define DOOR 23 142#define DOOR 23
143#define KEY 24 143#define KEY 24
144 144
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 145#define TIMED_GATE 26
147#define TRIGGER 27 146#define TRIGGER 27
148#define GRIMREAPER 28 147#define GRIMREAPER 28
149#define MAGIC_EAR 29 148#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 152#define SHIELD 33
154#define HELMET 34 153#define HELMET 34
155#define HORN 35 154#define HORN 35
156#define MONEY 36 155#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 157#define GRAVESTONE 38
159#define AMULET 39 158#define AMULET 39
160#define PLAYERMOVER 40 159#define PLAYERMOVER 40
161#define TELEPORTER 41 160#define TELEPORTER 41
162#define CREATOR 42 161#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 164#define EARTHWALL 45
168#define GOLEM 46 165#define GOLEM 46
169 166
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 167#define THROWN_OBJ 48
172#define BLINDNESS 49 168#define BLINDNESS 49
173#define GOD 50 169#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 171 * which notices the presense of
177 /* another object and is triggered */ 172 * another object and is triggered
178 /* like buttons. */ 173 * like buttons.
174 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
181#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
182#define DRINK 54 179#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
185#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 186
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
191#define GEM 60 189 */
190#define GEM 60
192 191
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 192#define FIREWALL 62
195#define ANVIL 63 193#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 196 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
204#define EXIT 66 202#define EXIT 66
205#define ENCOUNTER 67 203#define ENCOUNTER 67
206#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
207#define SHOP_MAT 69 205#define SHOP_MAT 69
208#define RING 70 206#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 211#define LIGHTER 75
214 212
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 214
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
226 chairs from here. */ 220 chairs from here. */
227#define MONSTER 80 221
228 /* yes, thats a real, living creature */ 222#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 224
234#define SPELLBOOK 85 225#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 226
238/*#define CONE 88 */ 227#define CLOAK 87
239 228
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 229#define SPINNER 90
243#define GATE 91 230#define GATE 91
244#define BUTTON 92 231#define BUTTON 92
245#define CF_HANDLE 93 232#define CF_HANDLE 93
246#define HOLE 94 233#define HOLE 94
247#define TRAPDOOR 95 234#define TRAPDOOR 95
248 235
249/*#define WORD_OF_RECALL 96 */ 236#define SIGN 98
250 237#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 238#define GLOVES 100
255#define SPELL 101 239#define SPELL 101
256#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
257#define CONVERTER 103 241#define CONVERTER 103
258#define BRACERS 104 242#define BRACERS 104
259#define POISONING 105 243#define POISONING 105
260#define SAVEBED 106 244#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 245
265/*#define ABILITY 110*/ 246#define WAND 109
247
266#define SCROLL 111 248#define SCROLL 111
267#define DIRECTOR 112 249#define DIRECTOR 112
268#define GIRDLE 113 250#define GIRDLE 113
269#define FORCE 114 251#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 256#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
276 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
277/* unused: 125 - 129 319/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
279 */ 321 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 322//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 324//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 327
307/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
308 329
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 331
395#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 417#define SIZEOFFREE 49
397 418
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 420
400/* Flag structure now changed. 421/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 423 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 424 */
428 425
429/* Basic routines to do above */ 426/* Basic routines to do above */
430#define SET_FLAG(xyz, p) \ 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431 ((xyz)->flags[p/32] |= (1U << (p % 32))) 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define CLEAR_FLAG(xyz, p) \ 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434#define QUERY_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] & (1U << (p % 32)))
436#define COMPARE_FLAGS(p,q) \
437 ( \
438 ((p)->flags[0] == (q)->flags[0]) && \
439 ((p)->flags[1] == (q)->flags[1]) && \
440 ((p)->flags[2] == (q)->flags[2]) && \
441 ((p)->flags[3] == (q)->flags[3]) \
442 )
443
444/* convenience macros to determine what kind of things we are dealing with */
445
446#define IS_WEAPON(op) \
447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448
449#define IS_ARMOR(op) \
450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452 op->type == BRACERS || op->type == GIRDLE)
453
454#define IS_LIVE(op) \
455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458
459#define IS_ARROW(op) \
460 (op->type==ARROW || \
461 (op->type==SPELL_EFFECT && \
462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463
464/* This return TRUE if object has still randomitems which
465 * could be expanded.
466 */
467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 430
469/* the flags */ 431/* the flags */
470 432
471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
493 455
494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */ 459 /* Will be applied when created */
498#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
619 object */ 581 object */
620#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 582#define FLAG_NEUTRAL 100 /* monster is from type neutral */
621#define FLAG_NO_ATTACK 101 /* monster don't attack */ 583#define FLAG_NO_ATTACK 101 /* monster don't attack */
622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 585#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 * load_original_map() */ 586 * load_original_map() */
625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 587#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
626 * the overlay, and is not subject to 588 * the overlay, and is not subject to
627 * decay. */ 589 * decay. */
628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 590#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 591#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
631#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 595#define FLAG_IS_BUILDABLE 110 /* Can build on item */
634#define FLAG_AFK 111 /* Player is AFK */ 596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597#define FLAG_NO_SAVE 112 // item doesn't get saved with map
598
635#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
636 * defined flag. If you change this, 600 * defined flag + 1. If you change this,
637 * make sure you update the flag_links 601 * make sure you update the flag_links
638 * in common/loader.l 602 * in common/loader.l
639 */ 603 */
640 604
641/* Values can go up to 127 before the size of the flags array in the 605/* Values can go up to 127 before the size of the flags array in the
642 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
643 * So there are 18 available flags slots 607 * So there are 18 available flags slots
644 */ 608 */
848 /* changing directions */ 812 /* changing directions */
849 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 814#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851#define HI4 240 815#define HI4 240
852 816
853/*
854 * Use of the state-variable in player objects:
855 */
856
857#define ST_PLAYING 0
858#define ST_PLAY_AGAIN 1
859#define ST_ROLL_STAT 2
860#define ST_CHANGE_CLASS 3
861#define ST_CONFIRM_QUIT 4
862#define ST_CONFIGURE 5
863#define ST_GET_NAME 6
864#define ST_GET_PASSWORD 7
865#define ST_CONFIRM_PASSWORD 8
866#define ST_GET_PARTY_PASSWORD 10
867
868#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
869#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
870#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
871#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
872#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
873#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
874 823
875/* 824/*
876 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
877 */ 826 */
1016#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
1017#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 968
1020/* Cut off point of when an object is put on the active list or not */ 969/* Cut off point of when an object is put on the active list or not */
1021#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
1022 971
1023/* 972/*
1024 * random() is much better than rand(). If you have random(), use it instead. 973 * random() is much better than rand(). If you have random(), use it instead.
1025 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
1026 * 975 *
1030 * 979 *
1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 980 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032 * here. 981 * here.
1033 */ 982 */
1034 983
1035#ifdef HAVE_SRANDOM
1036# define RANDOM() random() 984#define RANDOM() random()
1037# define SRANDOM(xyz) srandom(xyz) 985#define SRANDOM(xyz) srandom(xyz)
1038#else
1039# ifdef HAVE_SRAND48
1040# define RANDOM() lrand48()
1041# define SRANDOM(xyz) srand48(xyz)
1042# else
1043# ifdef HAVE_SRAND
1044# define RANDOM() rand()
1045# define SRANDOM(xyz) srand(xyz)
1046# else
1047# error "Could not find a usable random routine"
1048# endif
1049# endif
1050#endif
1051 986
1052/* Returns the weight of the given object. Note: it does not take the number of 987/* Returns the weight of the given object. Note: it does not take the number of
1053 * items (nrof) into account. 988 * items (nrof) into account.
1054 */ 989 */
1055#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 990#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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