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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 |
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 | |
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110 | #define LOCKED_DOOR 20 |
110 | #define LOCKED_DOOR 20 |
111 | #define SPECIAL_KEY 21 |
111 | #define SPECIAL_KEY 21 |
112 | #define MAP 22 |
112 | #define MAP 22 |
113 | #define DOOR 23 |
113 | #define DOOR 23 |
114 | #define KEY 24 |
114 | #define KEY 24 |
115 | //25 |
115 | #define PHYSICS 25 // deliantra: "things that move" |
116 | #define TIMED_GATE 26 |
116 | #define TIMED_GATE 26 |
117 | #define TRIGGER 27 |
117 | #define TRIGGER 27 |
118 | #define GRIMREAPER 28 |
118 | #define GRIMREAPER 28 |
119 | #define MAGIC_EAR 29 |
119 | #define MAGIC_EAR 29 |
120 | #define TRIGGER_BUTTON 30 |
120 | #define TRIGGER_BUTTON 30 |
… | |
… | |
283 | |
283 | |
284 | /* Subtypes for MATERIAL */ |
284 | /* Subtypes for MATERIAL */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
285 | #define ST_MAT_FLOOR 1 /* Floor */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
286 | #define ST_MAT_WALL 2 /* Wall */ |
287 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
287 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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288 | #define ST_MAT_QUAD 4 /* Quad build material */ |
288 | |
289 | |
289 | /* definitions for weapontypes */ |
290 | /* definitions for weapontypes */ |
290 | |
291 | |
291 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_HIT 0 /* the basic */ |
292 | #define WEAP_SLASH 1 /* slash */ |
293 | #define WEAP_SLASH 1 /* slash */ |
… | |
… | |
382 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | /*#define FLAG_WALK_ON 9*/ |
388 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | /*#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 */ |
391 | /*#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) */ |
392 | #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? */ |
… | |
… | |
494 | #define FLAG_CONTENT_ON_GEN 108 |
495 | #define FLAG_CONTENT_ON_GEN 108 |
495 | #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 */ |
496 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
497 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
497 | #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 */ |
498 | #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 |
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500 | #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item |
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501 | * (for the quads world for instance) |
499 | |
502 | */ |
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503 | |
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504 | // temporary assignments |
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505 | #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation |
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506 | |
500 | #define NUM_FLAGS 113 /* Should always be equal to the last |
507 | #define NUM_FLAGS 115 /* Should always be equal to the last |
501 | * defined flag + 1. If you change this, |
508 | * defined flag + 1. |
502 | * make sure you update the flag_links |
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503 | * in common/loader.l |
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504 | */ |
509 | */ |
505 | |
510 | |
506 | /* If you add new movement types, you may need to update |
511 | /* If you add new movement types, you may need to update |
507 | * describe_item() so properly describe those types. |
512 | * describe_item() so properly describe those types. |
508 | * change_abil() probably should be updated also. |
513 | * change_abil() probably should be updated also. |
… | |
… | |
530 | |
535 | |
531 | /* 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 |
532 | * on the 'type' move_block parameter |
537 | * on the 'type' move_block parameter |
533 | * 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 |
534 | * onto it. |
539 | * onto it. |
535 | * |
540 | * |
536 | */ |
541 | */ |
537 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
542 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
538 | ((type) && (ob1->move_type & type) == ob1->move_type) |
543 | ((type) && (ob1->move_type & type) == ob1->move_type) |
539 | |
544 | |
540 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
545 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |