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Comparing deliantra/server/include/define.h (file contents):
Revision 1.50 by root, Sat Apr 21 12:28:32 2007 UTC vs.
Revision 1.54 by root, Sat May 12 18:51:20 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 -128
75#define MAX_WC 127
76#define MIN_AC -128
77#define MAX_AC 127
78#define MIN_DAM 0
79#define MAX_DAM 127
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 */
285 * misc_object, monster, and spawn_generator 293 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes, 294 * types are not used in any archetypes,
287 * and should perhaps be removed. 295 * and should perhaps be removed.
288 * 296 *
289 * Wed Dec 20 13:35:24 CET 2006: 297 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL. 300 * renamed WALL to BUILDABLE_WALL.
293 */ 301 */
294 302
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
444 452
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
448 /* Will be applied when created */ 456 /* Will be applied when created */
449 // 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
450#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. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
507#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 */
508#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) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
510#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
511#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 */
512#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 */
513 521
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531 539
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#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 */ 541#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 */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 543
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
539 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
540#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */

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