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Comparing deliantra/server/include/define.h (file contents):
Revision 1.109 by root, Wed Nov 11 04:45:22 2009 UTC vs.
Revision 1.142 by root, Wed Nov 16 23:42:00 2016 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 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 */
26 26
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 */
52#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
54
55#define MAX_FOOD 999
53 56
54//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
55#define MIN_WC -120 58#define MIN_WC -120
56#define MAX_WC 120 59#define MAX_WC 120
57#define MIN_AC -120 60#define MIN_AC -120
65 68
66#define MAX_NAME 48 69#define MAX_NAME 48
67 70
68#define ATTUNE_REPELL 16 // levels diff for attune/repell 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
69 72
70//TODO: remove all calls to fatal and replace them by cleanup
71#define OUT_OF_MEMORY 0
72#define MAP_ERROR 1
73#define ARCHTABLE_TOO_SMALL 2 // unused
74#define TOO_MANY_ERRORS 3
75
76/* TYPE DEFINES */ 73/* TYPE DEFINES */
77 74
78/* Only add new values to this list if somewhere in the program code, 75/* Only add new values to this list if somewhere in the program code,
79 * it is actually needed. Just because you add a new monster does not 76 * it is actually needed. Just because you add a new monster does not
80 * mean it has to have a type defined here. That only needs to happen 77 * mean it has to have a type defined here. That only needs to happen
98#define POTION 5 95#define POTION 5
99#define FOOD 6 96#define FOOD 6
100#define POISON 7 97#define POISON 7
101#define BOOK 8 98#define BOOK 8
102#define CLOCK 9 99#define CLOCK 9
103//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
104//11 101#define RANGED 11 // deliantra: other range item (skill based)
105//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
106#define ARROW 13 103#define ARROW 13
107#define BOW 14 104#define BOW 14
108#define WEAPON 15 105#define WEAPON 15
109#define ARMOUR 16 106#define ARMOUR 16
110#define PEDESTAL 17 107#define PEDESTAL 17
113#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
114#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
115#define MAP 22 112#define MAP 22
116#define DOOR 23 113#define DOOR 23
117#define KEY 24 114#define KEY 24
118//25 115#define PHYSICS 25 // deliantra: "things that move"
119#define TIMED_GATE 26 116#define TIMED_GATE 26
120#define TRIGGER 27 117#define TRIGGER 27
121#define GRIMREAPER 28 118#define GRIMREAPER 28
122#define MAGIC_EAR 29 119#define MAGIC_EAR 29
123#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
132#define AMULET 39 129#define AMULET 39
133#define PLAYERMOVER 40 130#define PLAYERMOVER 40
134#define TELEPORTER 41 131#define TELEPORTER 41
135#define CREATOR 42 132#define CREATOR 42
136#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
137//44 134#define IDENTIFY_ALTAR 44
138#define EARTHWALL 45 135#define EARTHWALL 45
139#define GOLEM 46 136#define GOLEM 46
140//47 137#define DEEP_SWAMP 47
141#define THROWN_OBJ 48 138#define THROWN_OBJ 48
142#define BLINDNESS 49 139#define BLINDNESS 49
143#define GOD 50 140#define GOD 50
144#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
145 * which notices the presense of 142 * which notices the presense of
160 157
161#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
162 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
163 */ 160 */
164#define GEM 60 161#define GEM 60
165//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
166#define FIREWALL 62 163#define FIREWALL 62
167#define ANVIL 63 164#define ANVIL 63
168#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 */
169#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
170 * values of last_sp set how to change: 167 * values of last_sp set how to change:
179#define EXIT 66 176#define EXIT 66
180#define ENCOUNTER 67 177#define ENCOUNTER 67
181#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
182#define SHOP_MAT 69 179#define SHOP_MAT 69
183#define RING 70 180#define RING 70
184#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
185#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
186#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
187#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
188#define LIGHTER 75 185#define LIGHTER 75
189//76 186//76
200#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
201//84 198//84
202#define SPELLBOOK 85 199#define SPELLBOOK 85
203//86 200//86
204#define CLOAK 87 201#define CLOAK 87
205//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
206//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
207#define SPINNER 90 205#define SPINNER 90
208#define GATE 91 206#define GATE 91
209#define BUTTON 92 207#define BUTTON 92
210#define T_HANDLE 93 208#define T_HANDLE 93
211#define HOLE 94 209#define HOLE 94
212#define TRAPDOOR 95 210#define TRAPDOOR 95
213//96 211#define RUNE 96
214//97 212#define TRAP 97
215#define SIGN 98 213#define SIGN 98
216#define BOOTS 99 214#define BOOTS 99
217#define GLOVES 100 215#define GLOVES 100
218#define SPELL 101 216#define SPELL 101
219#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
220#define CONVERTER 103 218#define CONVERTER 103
221#define BRACERS 104 219#define BRACERS 104
222#define POISONING 105 220#define POISONING 105
223#define SAVEBED 106 221#define SAVEBED 106
224//107 222#define DISEASE 107
225//108 223#define SYMPTOM 108
226#define WAND 109 224#define WAND 109
227#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
228#define SCROLL 111 226#define SCROLL 111
229#define DIRECTOR 112 227#define DIRECTOR 112
230#define GIRDLE 113 228#define GIRDLE 113
231#define FORCE 114 229#define FORCE 114
232#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 */
233#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 */
234//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
235//118 233#define POWER_CRYSTAL 118
236//119 234#define CORPSE 119
237//120 235//120
238#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. */
239#define CONTAINER 122 237#define CONTAINER 122
240#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
241#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
242//125
243//126
244//127
245//128
246//129
247#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
248//131
249//132
250//133
251//134
252//135
253//136
254//137
255#define DEEP_SWAMP 138
256#define IDENTIFY_ALTAR 139
257//140
258//141
259//142
260//143
261//144
262//145
263//146
264//147
265//148
266//149
267#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
268//151
269//152
270//153
271#define RUNE 154
272#define TRAP 155
273#define POWER_CRYSTAL 156
274#define CORPSE 157
275#define DISEASE 158
276#define SYMPTOM 159
277#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
278#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
279//162
280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
281#define MAPSCRIPT 164 /* A perl-scripted connectable */
282#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
283 potions, alchemy, or magic works here (elmex) */
284 242
285#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
286 244
287/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
246
247typedef std::bitset<NUM_TYPES> typeset;
248
249/* These are the items that currently can change digestion, regeneration,
250 * spell point recovery and mana point recovery. Seems sort of an arbitary
251 * list, but other items store other info into stats array.
252 * As a special exception, bows use stats.sp for their own purposes.
253 */
254static const struct digest_types : typeset
255{
256 digest_types ()
257 {
258 set (WEAPON);
259 set (BOW);
260 set (ARMOUR);
261 set (HELMET);
262 set (SHIELD);
263 set (RING);
264 set (BOOTS);
265 set (GLOVES);
266 set (AMULET);
267 set (GIRDLE);
268 set (BRACERS);
269 set (CLOAK);
270 set (DISEASE);
271 set (FORCE);
272 set (SKILL);
273 }
274} digest_types;
288 275
289// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
290// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
291#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
292 279
296 283
297/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
298#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
299#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
300#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 */
301 289
302/* definitions for weapontypes */ 290/* definitions for weapontypes */
303 291
304#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
305#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
384/* 372/*
385 * 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
386 * common/loader.C is updated. 374 * common/loader.C is updated.
387 */ 375 */
388 376
389/* Basic routines to do above */
390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
392#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
393
394/* the flags */ 377/* the flags */
395 378
396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
397#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
398#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 */
399#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 */
400#define FLAG_WIZLOOK 4 /* disable los and lighting */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
401#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404
405#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
406 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409
410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411
412/*#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 */
413/*#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) */
414#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? */
415
416#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
417#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
420#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
421#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 399#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
422#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. */
423#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
424#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
425#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
426#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
427
428/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
429/*#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 */
430/*#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 */
431
432#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 */
433#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
434#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
435#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 */
436#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
437#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
438#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
439#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
440#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
441#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
445
446#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 */
447//#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 */
448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
449#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 */
450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
451 but can still attack at a distance */ 426 but can still attack at a distance */
452
453/*#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 \
454 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
455/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
456
457#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
458#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
459#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
460#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 */
461
462#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
463#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
464#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 */
465#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
466#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
467#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
468#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 */
469#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) */
470#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471
472#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
473#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 */
474#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 */
475
476#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
477#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 */
478#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
479#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
480#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
481#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 */
482#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
483#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
484
485#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
486#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 */
487#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
488#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
489#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 */
490#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 */
491#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 */
492#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
493
494#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
495#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 */
496#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
497
498#define FLAG_PRECIOUS 83 // object is precious (pets) 465#define FLAG_PRECIOUS 83 // object is precious (pets)
499#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
500#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
501#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 */
502
503#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
504#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
505#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 */
506#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 */
507#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 */
508#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
509#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 */
510#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
511
512/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
513
514#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
515#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
516 * away (replaces ghosthit) 480 * away (replaces ghosthit)
517 */ 481 */
518#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
519 483
520#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
521 object */ 485 object */
522#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
524#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
525#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 489#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
526 * load_original_map() */ 490 * load_original_map() */
527//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 491#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
528// * the overlay, and is not subject to
529// * decay. */
530#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 492#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
531#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 493#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
532#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
533#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
534#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 */
535#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
536#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 */
537#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)
502 */
538 503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
539#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
540 * defined flag + 1. If you change this, 508 * defined flag + 1.
541 * make sure you update the flag_links
542 * in common/loader.l
543 */ 509 */
544 510
545/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
546 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
547 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
548 */ 514 */
549#define MOVE_WALK 0x01 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
550#define MOVE_FLY_LOW 0x02 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
551#define MOVE_FLY_HIGH 0x04 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
552#define MOVE_FLYING 0x06
553 /* Combo of fly_low and fly_high */
554#define MOVE_SWIM 0x08 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
555#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
556#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
557 521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
558#define MOVE_ALL 0x3f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
559 524
560/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
561 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
562 */ 527 */
570 535
571/* Basic macro to see if if ob1 can not move onto a space based 536/* Basic macro to see if if ob1 can not move onto a space based
572 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
573 * Add check - if type is 0, don't stop anything from moving 538 * Add check - if type is 0, don't stop anything from moving
574 * onto it. 539 * onto it.
575 * 540 *
576 */ 541 */
577#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
578 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
579 544
580#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
592 * slow down the game */ 557 * slow down the game */
593#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 * practical reason to exceed this */ 559 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 560#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */ 561#define LOS_BLOCKED 100 /* fully blocked spaces */
597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
598 MAX_LIGHT_RADII:(xyz)->glow_radius; 563 MAX_LIGHT_RADII : (xyz)->glow_radius;
599// player position in blocked_los code 564// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 565#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 566#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602 567
603 568
686 /* changing directions */ 651 /* changing directions */
687 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
688#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 */
689#define HI4 240 654#define HI4 240
690 655
691#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
692#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
693 659
694/* 660/*
695 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
696 */ 662 */
697 663
700 666
701/* Flags for apply_special() */ 667/* Flags for apply_special() */
702enum apply_flag 668enum apply_flag
703{ 669{
704 /* Basic flags/mode, always use one of these */ 670 /* Basic flags/mode, always use one of these */
705 AP_TOGGLE = 0, 671 AP_TOGGLE = 0,
706 AP_APPLY = 1, 672 AP_APPLY = 0x01,
707 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
708 674 AP_MODE = 0x03,
709 AP_BASIC_FLAGS = 0x0f,
710 675
711 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
712 AP_NO_MERGE = 0x10, 677 AP_NO_MERGE = 0x10,
713 AP_IGNORE_CURSE = 0x20, 678 AP_IGNORE_CURSE = 0x20,
714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 679 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
715 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
716}; 681};
717 682
718/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
719 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
720 * are returned from. 685 * are returned from.
739 * this one can be applied. Think of rings - human is wearing two 704 * this one can be applied. Think of rings - human is wearing two
740 * rings and tries to apply one - there are two possible rings he 705 * rings and tries to apply one - there are two possible rings he
741 * could remove. 706 * could remove.
742 * 707 *
743 */ 708 */
744#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
745#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
746#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
747#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
748#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
749#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
750 716
751// 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
752// we use 2**-n because that can be represented exactly 718// we use 2**-n because that can be represented exactly
753// 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.
754#define MIN_ACTIVE_SPEED (1.f / 65536.f) 722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
723
724/* have mercy on players and guarantee a somewhat higher speed */
725#define MIN_PLAYER_SPEED 0.04f
755 726
756/* 727/*
757 * Warning! 728 * Warning!
758 * If you add message types here, don't forget 729 * If you add message types here, don't forget
759 * to keep the client up to date too! 730 * to keep the client up to date too!

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