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Comparing deliantra/server/include/define.h (file contents):
Revision 1.47 by root, Sun Mar 4 19:36:12 2007 UTC vs.
Revision 1.60 by root, Mon May 28 21:15:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
67# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
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
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
72 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 */
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 275
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */ 277 potions, alchemy, or magic works here (elmex) */
270 278
279#define NUM_TYPES 166 // must be max(type) + 1
280
271/* DEAD TYPES: */ 281/* DEAD TYPES: */
272//#define FBULLET 10 282//#define FBULLET 10
273//#define FBALL 11 283//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19 285//#define CONFUSION 19
285 * misc_object, monster, and spawn_generator 295 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes, 296 * types are not used in any archetypes,
287 * and should perhaps be removed. 297 * and should perhaps be removed.
288 * 298 *
289 * Wed Dec 20 13:35:24 CET 2006: 299 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL. 302 * renamed WALL to BUILDABLE_WALL.
293 */ 303 */
294 304
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
421 431
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
425#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
430 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
431 441
444 454
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
448 /* Will be applied when created */ 458 /* Will be applied when created */
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
510#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 523
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 541
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 545
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
539 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
540#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
595 605
596/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
599 */ 609 */
600#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
601#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
602#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
603#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
605#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
607#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
608
609/* the normal assumption is that objects are walking/flying.
610 * So often we don't want to block movement, but still don't want
611 * to allow all types (swimming is rather specialized) - I also
612 * expect as more movement types show up, this is likely to get
613 * updated. Basically, this is the default for spaces that allow
614 * movement - anything but swimming right now. If you really
615 * want nothing at all, then can always set move_block to 0
616 */
617#define MOVE_BLOCK_DEFAULT MOVE_SWIM
618 620
619/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
622 * at anyways. 624 * at anyways.
769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770#define HI4 240 772#define HI4 240
771 773
772#define BLANK_FACE_NAME "blank.x11" 774#define BLANK_FACE_NAME "blank.x11"
773#define EMPTY_FACE_NAME "empty.x11" 775#define EMPTY_FACE_NAME "empty.x11"
774#define DARK_FACE1_NAME "dark1.x11"
775#define DARK_FACE2_NAME "dark2.x11"
776#define DARK_FACE3_NAME "dark3.x11"
777 776
778/* 777/*
779 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
780 */ 779 */
781 780
871 } 870 }
872 871
873/* Flags for apply_special() */ 872/* Flags for apply_special() */
874enum apply_flag 873enum apply_flag
875{ 874{
876 /* Basic flags, always use one of these */ 875 /* Basic flags/mode, always use one of these */
877 AP_NULL = 0, 876 AP_TOGGLE = 0,
878 AP_APPLY = 1, 877 AP_APPLY = 1,
879 AP_UNAPPLY = 2, 878 AP_UNAPPLY = 2,
880 879
881 AP_BASIC_FLAGS = 15, 880 AP_BASIC_FLAGS = 0x0f,
882 881
883 /* Optional flags, for bitwise or with a basic flag */ 882 /* Optional flags, for bitwise or with a basic flag */
884 AP_NO_MERGE = 16, 883 AP_NO_MERGE = 0x10,
885 AP_IGNORE_CURSE = 32, 884 AP_IGNORE_CURSE = 0x20,
886 AP_PRINT = 64 /* Print what to do, don't actually do it */ 885 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
887 /* Note this is supported in all the functions */ 886 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
888}; 887};
889 888
890/* Bitmask values for 'can_apply_object()' return values. 889/* Bitmask values for 'can_apply_object()' return values.
891 * the CAN_APPLY_ prefix is to just note what function the 890 * the CAN_APPLY_ prefix is to just note what function the
892 * are returned from. 891 * are returned from.

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