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Revision 1.105 by root, Thu Oct 15 21:59:48 2009 UTC vs.
Revision 1.144 by root, Sat Sep 16 22:17:42 2017 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
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48 45
46#define MAXNUMLEVELS 256 // maximum number of levels possible
47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
48
49// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
50#define NAME_LEN 127 50#define NAME_LEN 127
51 51
52#undef MIN
53#undef MAX
54
55#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
56#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
57 56
58//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120 58#define MIN_WC -120
60#define MAX_WC 120 59#define MAX_WC 120
61#define MIN_AC -120 60#define MIN_AC -120
69 68
70#define MAX_NAME 48 69#define MAX_NAME 48
71 70
72#define ATTUNE_REPELL 16 // levels diff for attune/repell 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
73 72
74//TODO: remove all calls to fatal and replace them by cleanup
75#define OUT_OF_MEMORY 0
76#define MAP_ERROR 1
77#define ARCHTABLE_TOO_SMALL 2 // unused
78#define TOO_MANY_ERRORS 3
79
80/* TYPE DEFINES */ 73/* TYPE DEFINES */
81 74
82/* 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,
83 * 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
84 * 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
102#define POTION 5 95#define POTION 5
103#define FOOD 6 96#define FOOD 6
104#define POISON 7 97#define POISON 7
105#define BOOK 8 98#define BOOK 8
106#define CLOCK 9 99#define CLOCK 9
107//10 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
108//11 101#define RANGED 11 // deliantra: other range item (skill based)
109//12 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
110#define ARROW 13 103#define ARROW 13
111#define BOW 14 104#define BOW 14
112#define WEAPON 15 105#define WEAPON 15
113#define ARMOUR 16 106#define ARMOUR 16
114#define PEDESTAL 17 107#define PEDESTAL 17
117#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
118#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
119#define MAP 22 112#define MAP 22
120#define DOOR 23 113#define DOOR 23
121#define KEY 24 114#define KEY 24
122//25 115#define PHYSICS 25 // deliantra: "things that move"
123#define TIMED_GATE 26 116#define TIMED_GATE 26
124#define TRIGGER 27 117#define TRIGGER 27
125#define GRIMREAPER 28 118#define GRIMREAPER 28
126#define MAGIC_EAR 29 119#define MAGIC_EAR 29
127#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
136#define AMULET 39 129#define AMULET 39
137#define PLAYERMOVER 40 130#define PLAYERMOVER 40
138#define TELEPORTER 41 131#define TELEPORTER 41
139#define CREATOR 42 132#define CREATOR 42
140#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
141//44 134#define IDENTIFY_ALTAR 44
142#define EARTHWALL 45 135#define EARTHWALL 45
143#define GOLEM 46 136#define GOLEM 46
144//47 137#define DEEP_SWAMP 47
145#define THROWN_OBJ 48 138#define THROWN_OBJ 48
146#define BLINDNESS 49 139#define BLINDNESS 49
147#define GOD 50 140#define GOD 50
148#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
149 * which notices the presense of 142 * which notices the presense of
164 157
165#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
166 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
167 */ 160 */
168#define GEM 60 161#define GEM 60
169//61 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
170#define FIREWALL 62 163#define FIREWALL 62
171#define ANVIL 63 164#define ANVIL 63
172#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 */
173#define MOOD_FLOOR 65 /* 166#define MOOD_FLOOR 65 /*
174 * values of last_sp set how to change: 167 * values of last_sp set how to change:
175 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
176 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
177 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
178 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
183#define EXIT 66 176#define EXIT 66
184#define ENCOUNTER 67 177#define ENCOUNTER 67
185#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
186#define SHOP_MAT 69 179#define SHOP_MAT 69
187#define RING 70 180#define RING 70
188#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
189#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
190#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
191#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
192#define LIGHTER 75 185#define LIGHTER 75
193//76 186//76
204#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
205//84 198//84
206#define SPELLBOOK 85 199#define SPELLBOOK 85
207//86 200//86
208#define CLOAK 87 201#define CLOAK 87
209//88 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
210//89 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
211#define SPINNER 90 205#define SPINNER 90
212#define GATE 91 206#define GATE 91
213#define BUTTON 92 207#define BUTTON 92
214#define T_HANDLE 93 208#define T_HANDLE 93
215#define HOLE 94 209#define HOLE 94
216#define TRAPDOOR 95 210#define TRAPDOOR 95
217//96 211#define RUNE 96
218//97 212#define TRAP 97
219#define SIGN 98 213#define SIGN 98
220#define BOOTS 99 214#define BOOTS 99
221#define GLOVES 100 215#define GLOVES 100
222#define SPELL 101 216#define SPELL 101
223#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
224#define CONVERTER 103 218#define CONVERTER 103
225#define BRACERS 104 219#define BRACERS 104
226#define POISONING 105 220#define POISONING 105
227#define SAVEBED 106 221#define SAVEBED 106
228//107 222#define DISEASE 107
229//108 223#define SYMPTOM 108
230#define WAND 109 224#define WAND 109
231#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
232#define SCROLL 111 226#define SCROLL 111
233#define DIRECTOR 112 227#define DIRECTOR 112
234#define GIRDLE 113 228#define GIRDLE 113
235#define FORCE 114 229#define FORCE 114
236#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 */
237#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 */
238//117 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
239//118 233#define POWER_CRYSTAL 118
240//119 234#define CORPSE 119
241//120 235//120
242#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. */
243#define CONTAINER 122 237#define CONTAINER 122
244#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
245#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
246//125
247//126
248//127
249//128
250//129
251#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
252//131
253//132
254//133
255//134
256//135
257//136
258//137
259#define DEEP_SWAMP 138
260#define IDENTIFY_ALTAR 139
261//140
262//141
263//142
264//143
265//144
266//145
267//146
268//147
269//148
270//149
271#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
272//151
273//152
274//153
275#define RUNE 154
276#define TRAP 155
277#define POWER_CRYSTAL 156
278#define CORPSE 157
279#define DISEASE 158
280#define SYMPTOM 159
281#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
282#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
283//162
284#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
285#define MAPSCRIPT 164 /* A perl-scripted connectable */
286#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
287 potions, alchemy, or magic works here (elmex) */
288 242
289#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
290 244
291/* 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;
292 275
293// maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
294// currently (2007-09) in use: 50 277// currently (2007-09) in use: 50
295#define NUM_SUBTYPES 64 278#define NUM_SUBTYPES 64
296 279
300 283
301/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
302#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
303#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
304#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 */
305 289
306/* definitions for weapontypes */ 290/* definitions for weapontypes */
307 291
308#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
309#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
371#define PU_FLESH 0x04000000 355#define PU_FLESH 0x04000000
372 356
373 357
374/* Instead of using arbitrary constants for indexing the 358/* Instead of using arbitrary constants for indexing the
375 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
376 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
377 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
378 * three spaces 362 * three spaces
379 */ 363 */
380#define SIZEOFFREE0 0 364#define SIZEOFFREE0 0
381#define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
382#define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
383#define SIZEOFFREE3 48 367#define SIZEOFFREE3 48
384#define SIZEOFFREE 49 368#define SIZEOFFREE 49
385 369
386#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
387 371
388/* 372/*
389 * 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
390 * common/loader.C is updated. 374 * common/loader.C is updated.
391 */ 375 */
392 376
393/* Basic routines to do above */
394#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
395#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
396#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
397
398/* the flags */ 377/* the flags */
399 378
400#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
401#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
402#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 381#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
403#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 */
404#define FLAG_WIZLOOK 4 /* disable los and lighting */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
405#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
406#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
407#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
408
409#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
410 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
411/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
412/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
413
414#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
415
416/*#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 */
417/*#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) */
418#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? */
419
420#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
421#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
422#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
423#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
424#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
425#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
426#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. */
427#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
428#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
429#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
430#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
431
432/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
433/*#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 */
434/*#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 */
435
436#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 */
437#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
438#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
439#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 */
440#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
441#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
442#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
443#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
444#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
445#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
446#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
447#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
448#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
449
450#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 */
451#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 */
452#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
453#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 */
454#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
455 but can still attack at a distance */ 426 but can still attack at a distance */
456
457/*#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 \
458 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
459/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
460
461#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
462#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
463#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
464#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 */
465
466#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
467#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
468#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 */
469#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
470#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
471#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
472#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 */
473#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) */
474#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
475
476#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
477#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 */
478#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 */
479
480#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
481#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 */
482#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
483#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
484#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
485#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 */
486#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
487#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
488
489#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
490#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 */
491#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
492#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
493#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 */
494#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 */
495#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 */
496#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
497
498#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
499#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 */
500#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
501
502#define FLAG_PRECIOUS 83 // object is precious (pets) 465#define FLAG_PRECIOUS 83 // object is precious (pets)
503#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
504#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
505#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 */
506
507#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
508#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
509#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 */
510#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 */
511#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 */
512#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
513#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 */
514#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
515
516/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
517
518#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
519#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
520 * away (replaces ghosthit) 480 * away (replaces ghosthit)
521 */ 481 */
522#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
523 483
524#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
525 object */ 485 object */
526#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
527#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
528#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
529#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
530 * load_original_map() */ 490 * load_original_map() */
531//#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 */
532// * the overlay, and is not subject to
533// * decay. */
534#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' */
535#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' */
536#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
537#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
538#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 */
539#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
540#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 */
541#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 */
542 503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
543#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
544 * defined flag + 1. If you change this, 508 * defined flag + 1.
545 * make sure you update the flag_links
546 * in common/loader.l
547 */ 509 */
548 510
549/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
550 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
551 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
552 */ 514 */
553#define MOVE_WALK 0x01 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
554#define MOVE_FLY_LOW 0x02 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
555#define MOVE_FLY_HIGH 0x04 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
556#define MOVE_FLYING 0x06
557 /* Combo of fly_low and fly_high */
558#define MOVE_SWIM 0x08 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
559#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
560#define MOVE_SHIP 0x20 /* boats suitable for oceans */ 520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
561 521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
562#define MOVE_ALL 0x3f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
563 524
564/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
565 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
566 */ 527 */
574 535
575/* 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
576 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
577 * 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
578 * onto it. 539 * onto it.
579 * 540 *
580 */ 541 */
581#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
582 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
583 544
584#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
596 * slow down the game */ 557 * slow down the game */
597#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
598 * practical reason to exceed this */ 559 * practical reason to exceed this */
599#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 560#define LOS_MAX 4 /* max. los value for non-blocked spaces */
600#define LOS_BLOCKED 100 /* fully blocked spaces */ 561#define LOS_BLOCKED 100 /* fully blocked spaces */
601#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
602 MAX_LIGHT_RADII:(xyz)->glow_radius; 563 MAX_LIGHT_RADII : (xyz)->glow_radius;
603// player position in blocked_los code 564// player position in blocked_los code
604#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 565#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
605#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 566#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
606 567
607 568
612#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 573#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
613#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 574#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
614#define F_APPROX 32 /* flag to give a guess of item value */ 575#define F_APPROX 32 /* flag to give a guess of item value */
615#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 576#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
616 577
617#define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)]
618#define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)]
619 580
620#define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
621#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
622#define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
623 584
690 /* changing directions */ 651 /* changing directions */
691 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
692#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 */
693#define HI4 240 654#define HI4 240
694 655
695#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
696#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
697 659
698/* 660/*
699 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
700 */ 662 */
701 663
704 666
705/* Flags for apply_special() */ 667/* Flags for apply_special() */
706enum apply_flag 668enum apply_flag
707{ 669{
708 /* Basic flags/mode, always use one of these */ 670 /* Basic flags/mode, always use one of these */
709 AP_TOGGLE = 0, 671 AP_TOGGLE = 0,
710 AP_APPLY = 1, 672 AP_APPLY = 0x01,
711 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
712 674 AP_MODE = 0x03,
713 AP_BASIC_FLAGS = 0x0f,
714 675
715 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
716 AP_NO_MERGE = 0x10, 677 AP_NO_MERGE = 0x10,
717 AP_IGNORE_CURSE = 0x20, 678 AP_IGNORE_CURSE = 0x20,
718 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 */
719 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
720}; 681};
721 682
722/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
723 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
724 * are returned from. 685 * are returned from.
743 * 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
744 * 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
745 * could remove. 706 * could remove.
746 * 707 *
747 */ 708 */
748#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
749#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
750#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
751#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
752#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
753#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
754 716
755// 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
756// we use 2**-n because that can be represented exactly 718// we use 2**-n because that can be represented exactly
757// 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.
758#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
759 726
760/* 727/*
761 * Warning! 728 * Warning!
762 * If you add message types here, don't forget 729 * If you add message types here, don't forget
763 * to keep the client up to date too! 730 * to keep the client up to date too!

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