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Comparing deliantra/server/include/define.h (file contents):
Revision 1.45 by root, Sat Jan 27 02:19:37 2007 UTC vs.
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC

68#endif 68#endif
69 69
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72 72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -120
75#define MAX_WC 120
76#define MIN_AC -120
77#define MAX_AC 120
78#define MIN_DAM 0
79#define MAX_DAM 200
80
73#define MAX_BUF 1024 81#define MAX_BUF 1024
74 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
75#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
82 90
83#define MAX_NAME 48 91#define MAX_NAME 48
84#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
85 93
86/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
87#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
88#define MAP_ERROR 1 97#define MAP_ERROR 1
89#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
90#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
91 100
92/* TYPE DEFINES */ 101/* TYPE DEFINES */
93 102
94/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
284 * misc_object, monster, and spawn_generator 293 * misc_object, monster, and spawn_generator
285 * types are not used in any archetypes, 294 * types are not used in any archetypes,
286 * and should perhaps be removed. 295 * and should perhaps be removed.
287 * 296 *
288 * Wed Dec 20 13:35:24 CET 2006: 297 * Wed Dec 20 13:35:24 CET 2006:
289 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
290 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
291 * renamed WALL to BUILDABLE_WALL. 300 * renamed WALL to BUILDABLE_WALL.
292 */ 301 */
293 302
294//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
443 452
444#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
445#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
446#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
447 /* Will be applied when created */ 456 /* Will be applied when created */
448 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
450#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
451#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
452#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
453#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
503 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
504#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
505 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
506#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
508#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
510#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
511#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
512 521
513#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530 539
531#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
532#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
533#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
534 543
535/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
536#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
537#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
538 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
539#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
540 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
594 603
595/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
596 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
597 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
598 */ 607 */
599#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
600#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
601#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
602#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
603 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
604#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
605#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
606#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#define MOVE_ALL 0x3f /* Mask of all movement types */
607
608/* the normal assumption is that objects are walking/flying.
609 * So often we don't want to block movement, but still don't want
610 * to allow all types (swimming is rather specialized) - I also
611 * expect as more movement types show up, this is likely to get
612 * updated. Basically, this is the default for spaces that allow
613 * movement - anything but swimming right now. If you really
614 * want nothing at all, then can always set move_block to 0
615 */
616#define MOVE_BLOCK_DEFAULT MOVE_SWIM
617 618
618/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
621 * at anyways. 622 * at anyways.
768#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
769#define HI4 240 770#define HI4 240
770 771
771#define BLANK_FACE_NAME "blank.x11" 772#define BLANK_FACE_NAME "blank.x11"
772#define EMPTY_FACE_NAME "empty.x11" 773#define EMPTY_FACE_NAME "empty.x11"
773#define DARK_FACE1_NAME "dark1.x11"
774#define DARK_FACE2_NAME "dark2.x11"
775#define DARK_FACE3_NAME "dark3.x11"
776#define SMOOTH_FACE_NAME "default_smoothed.111"
777 774
778/* 775/*
779 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
780 */ 777 */
781 778

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