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Comparing deliantra/server/include/define.h (file contents):
Revision 1.130 by root, Wed Apr 14 02:31:24 2010 UTC vs.
Revision 1.140 by root, Tue Jan 3 11:25:31 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 */
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
282 283
283/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
284#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
285#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
286#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 */
287 289
288/* definitions for weapontypes */ 290/* definitions for weapontypes */
289 291
290#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
291#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
381#define FLAG_WIZLOOK 4 /* disable los and lighting */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
382#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
385#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
386/*#define FLAG_WALK_ON 9*/ 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
387/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
388#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
389/*#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 */
390/*#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) */
391#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? */
493#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
494#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 */
495#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
496#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 */
497#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)
498 502 */
503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
499#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
500 * defined flag + 1. If you change this, 508 * defined flag + 1.
501 * make sure you update the flag_links
502 * in common/loader.l
503 */ 509 */
504 510
505/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
506 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
507 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.

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