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Comparing deliantra/server/include/define.h (file contents):
Revision 1.65 by root, Tue Jul 10 06:05:55 2007 UTC vs.
Revision 1.75 by root, Mon Sep 10 10:43:10 2007 UTC

72#define MAX_WC 120 72#define MAX_WC 120
73#define MIN_AC -120 73#define MIN_AC -120
74#define MAX_AC 120 74#define MAX_AC 120
75#define MIN_DAM 0 75#define MIN_DAM 0
76#define MAX_DAM 200 76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
77 79
78#define MAX_BUF 1024 80#define MAX_BUF 1024
79 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
80#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
81#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
120#define POTION 5 122#define POTION 5
121#define FOOD 6 123#define FOOD 6
122#define POISON 7 124#define POISON 7
123#define BOOK 8 125#define BOOK 8
124#define CLOCK 9 126#define CLOCK 9
125 127//10
128//11
129//12
126#define ARROW 13 130#define ARROW 13
127#define BOW 14 131#define BOW 14
128#define WEAPON 15 132#define WEAPON 15
129#define ARMOUR 16 133#define ARMOUR 16
130#define PEDESTAL 17 134#define PEDESTAL 17
131#define ALTAR 18 135#define ALTAR 18
132 136//19
133#define LOCKED_DOOR 20 137#define LOCKED_DOOR 20
134#define SPECIAL_KEY 21 138#define SPECIAL_KEY 21
135#define MAP 22 139#define MAP 22
136#define DOOR 23 140#define DOOR 23
137#define KEY 24 141#define KEY 24
138 142//25
139#define TIMED_GATE 26 143#define TIMED_GATE 26
140#define TRIGGER 27 144#define TRIGGER 27
141#define GRIMREAPER 28 145#define GRIMREAPER 28
142#define MAGIC_EAR 29 146#define MAGIC_EAR 29
143#define TRIGGER_BUTTON 30 147#define TRIGGER_BUTTON 30
152#define AMULET 39 156#define AMULET 39
153#define PLAYERMOVER 40 157#define PLAYERMOVER 40
154#define TELEPORTER 41 158#define TELEPORTER 41
155#define CREATOR 42 159#define CREATOR 42
156#define SKILL 43 /* also see SKILL_TOOL (74) below */ 160#define SKILL 43 /* also see SKILL_TOOL (74) below */
157 161//44
158#define EARTHWALL 45 162#define EARTHWALL 45
159#define GOLEM 46 163#define GOLEM 46
160 164//47
161#define THROWN_OBJ 48 165#define THROWN_OBJ 48
162#define BLINDNESS 49 166#define BLINDNESS 49
163#define GOD 50 167#define GOD 50
164#define DETECTOR 51 /* peterm: detector is an object 168#define DETECTOR 51 /* peterm: detector is an object
165 * which notices the presense of 169 * which notices the presense of
180 184
181#define PEACEMAKER 59 /* Object owned by a player which can convert 185#define PEACEMAKER 59 /* Object owned by a player which can convert
182 * a monster into a peaceful being incapable of attack. 186 * a monster into a peaceful being incapable of attack.
183 */ 187 */
184#define GEM 60 188#define GEM 60
185 189//61
186#define FIREWALL 62 190#define FIREWALL 62
187#define ANVIL 63 191#define ANVIL 63
188#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 192#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
189#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 193#define MOOD_FLOOR 65 /*
190 * values of last_sp set how to change: 194 * values of last_sp set how to change:
191 * 0 = furious, all monsters become aggressive 195 * 0 = furious, all monsters become aggressive
192 * 1 = angry, all but friendly become aggressive 196 * 1 = angry, all but friendly become aggressive
193 * 2 = calm, all aggressive monsters calm down 197 * 2 = calm, all aggressive monsters calm down
194 * 3 = sleep, all monsters fall asleep 198 * 3 = sleep, all monsters fall asleep
195 * 4 = charm, monsters become pets */ 199 * 4 = charm, monsters become pets
200 * 5 = destroy monsters
201 * 6 = destroy pets / friendlies
202 */
196#define EXIT 66 203#define EXIT 66
197#define ENCOUNTER 67 204#define ENCOUNTER 67
198#define SHOP_FLOOR 68 205#define SHOP_FLOOR 68
199#define SHOP_MAT 69 206#define SHOP_MAT 69
200#define RING 70 207#define RING 70
201#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 208#define FLOOR 71 /* this is a floor tile -> native layer 0 */
202#define FLESH 72 /* animal 'body parts' -b.t. */ 209#define FLESH 72 /* animal 'body parts' -b.t. */
203#define INORGANIC 73 /* metals and minerals */ 210#define INORGANIC 73 /* metals and minerals */
204#define SKILL_TOOL 74 /* Allows the use of a skill */ 211#define SKILL_TOOL 74 /* Allows the use of a skill */
205#define LIGHTER 75 212#define LIGHTER 75
206 213//76
207#define BUILDABLE_WALL 77 /* this is a buildable wall */ 214#define BUILDABLE_WALL 77 /* this is a buildable wall */
208 215//78
209
210#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
211 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
212 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
213 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
214 chairs from here. */ 220 chairs from here. */
215 221//80
222//81
216#define LAMP 82 /* a lamp */ 223#define LAMP 82 /* a lamp */
217#define DUPLICATOR 83 /* duplicator/multiplier object */ 224#define DUPLICATOR 83 /* duplicator/multiplier object */
218 225//84
219#define SPELLBOOK 85 226#define SPELLBOOK 85
220 227//86
221#define CLOAK 87 228#define CLOAK 87
222 229//88
230//89
223#define SPINNER 90 231#define SPINNER 90
224#define GATE 91 232#define GATE 91
225#define BUTTON 92 233#define BUTTON 92
226#define CF_HANDLE 93 234#define CF_HANDLE 93
227#define HOLE 94 235#define HOLE 94
228#define TRAPDOOR 95 236#define TRAPDOOR 95
229 237//96
238//97
230#define SIGN 98 239#define SIGN 98
231#define BOOTS 99 240#define BOOTS 99
232#define GLOVES 100 241#define GLOVES 100
233#define SPELL 101 242#define SPELL 101
234#define SPELL_EFFECT 102 243#define SPELL_EFFECT 102
235#define CONVERTER 103 244#define CONVERTER 103
236#define BRACERS 104 245#define BRACERS 104
237#define POISONING 105 246#define POISONING 105
238#define SAVEBED 106 247#define SAVEBED 106
239 248//107
249//108
240#define WAND 109 250#define WAND 109
241 251#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
242#define SCROLL 111 252#define SCROLL 111
243#define DIRECTOR 112 253#define DIRECTOR 112
244#define GIRDLE 113 254#define GIRDLE 113
245#define FORCE 114 255#define FORCE 114
246#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 256#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
247#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 257#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
248 258//117
259//118
260//119
261//120
249#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 262#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
250#define CONTAINER 122 263#define CONTAINER 122
251#define ARMOUR_IMPROVER 123 264#define ARMOUR_IMPROVER 123
252#define WEAPON_IMPROVER 124 265#define WEAPON_IMPROVER 124
253 266//125
267//126
268//127
269//128
270//129
254#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 271#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
272//131
273//132
274//133
275//134
276//135
277//136
278//137
255#define DEEP_SWAMP 138 279#define DEEP_SWAMP 138
256#define IDENTIFY_ALTAR 139 280#define IDENTIFY_ALTAR 139
257 281//140
282//141
283//142
284//143
285//144
286//145
287//146
288//147
289//148
290//149
258#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 291#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
259 292//151
293//152
294//153
260#define RUNE 154 295#define RUNE 154
261#define TRAP 155 296#define TRAP 155
262
263#define POWER_CRYSTAL 156 297#define POWER_CRYSTAL 156
264#define CORPSE 157 298#define CORPSE 157
265
266#define DISEASE 158 299#define DISEASE 158
267#define SYMPTOM 159 300#define SYMPTOM 159
268#define BUILDER 160 /* Generic item builder, see subtypes */ 301#define BUILDER 160 /* Generic item builder, see subtypes */
269#define MATERIAL 161 /* Material for building */ 302#define MATERIAL 161 /* Material for building */
270 303//162
271#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 304#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
272 305//164
273#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
274 potions, alchemy, or magic works here (elmex) */ 307 potions, alchemy, or magic works here (elmex) */
275 308
276#define NUM_TYPES 166 // must be max(type) + 1 309#define NUM_TYPES 166 // must be max(type) + 1
277 310
278/* DEAD TYPES: */
279//#define FBULLET 10
280//#define FBALL 11
281//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
282//#define CONFUSION 19
283//#define MMISSILE 25
284/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
285 * experience for broad skill categories. This value
286 * is now automatically converteed at load time.
287 */
288//#define BOMB 47
289//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
290
291/* random crossfire developer: The trap_part, wall, light_source,
292 * misc_object, monster, and spawn_generator
293 * types are not used in any archetypes,
294 * and should perhaps be removed.
295 *
296 * Wed Dec 20 13:35:24 CET 2006:
297 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
298 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
299 * renamed WALL to BUILDABLE_WALL.
300 */
301
302//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
303//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
304//#define MONSTER 80 /* yes, thats a real, living creature */
305//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
306//#define TOOL 84 /* a tool for building objects */
307//#define BUILDFAC 86 /* facilities for building objects */
308//#define CONE 88
309//#define AURA 89 /* aura spell object */
310//#define WORD_OF_RECALL 96
311//#define PARAIMAGE 97
312//#define POISONCLOUD 107
313//#define FIREHOLES 108
314//#define ABILITY 110
315/* unused: 125 - 129
316 * type 125 was MONEY_CHANGER
317 */
318//#define CANCELLATION 141 /* not used with new spell code */
319//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
320//#define SWARM_SPELL 153
321//#define GPS 162 /* Ground positionning system, moved to Python plugin */
322//#define QUEST 164 /* See below for subtypes */
323
324/* END TYPE DEFINE */ 311/* END TYPE DEFINE */
325 312
326#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 313// maximum supported subtype number + 1, can be increased to 256
314// currently (2007-09) in use: 50
315#define NUM_SUBTYPES 64
327 316
328/* Subtypes for BUILDER */ 317/* Subtypes for BUILDER */
329#define ST_BD_BUILD 1 /* Builds an item */ 318#define ST_BD_BUILD 1 /* Builds an item */
330#define ST_BD_REMOVE 2 /* Removes an item */ 319#define ST_BD_REMOVE 2 /* Removes an item */
331 320
332/* Subtypes for MATERIAL */ 321/* Subtypes for MATERIAL */
333#define ST_MAT_FLOOR 1 /* Floor */ 322#define ST_MAT_FLOOR 1 /* Floor */
334#define ST_MAT_WALL 2 /* Wall */ 323#define ST_MAT_WALL 2 /* Wall */
335#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 324#define ST_MAT_ITEM 3 /* All other items, including doors & such */
431#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 420#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
432#define FLAG_FREED 3 /* Object is in the list of free objects */ 421#define FLAG_FREED 3 /* Object is in the list of free objects */
433//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 422//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
434#define FLAG_APPLIED 5 /* Object is ready for use by living */ 423#define FLAG_APPLIED 5 /* Object is ready for use by living */
435#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 424#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
436#define FLAG_USE_SHIELD 7 425#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
437 /* Can this creature use a shield? */
438 426
439#define FLAG_NO_PICK 8 /* Object can't be picked up */ 427#define FLAG_NO_PICK 8 /* Object can't be picked up */
440 428
441/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 429/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
442/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 430/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 434/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
447/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 435/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
448 436
449#define FLAG_MONSTER 14 /* Will attack players */ 437#define FLAG_MONSTER 14 /* Will attack players */
450#define FLAG_FRIENDLY 15 /* Will help players */ 438#define FLAG_FRIENDLY 15 /* Will help players */
451
452#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 439#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
453#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 440#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
454#define FLAG_AUTO_APPLY 18 441#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
455 /* Will be applied when created */
456#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 442#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
457#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 443#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
458#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 444#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
459#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 445#define FLAG_CAN_ROLL 22 /* Object can be rolled */
460#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 446#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462 448
463/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 449/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
464/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 450/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
465/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 451/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
466 452
467#define FLAG_IS_USED_UP 28 453#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
468 /* When (--food<0) the object will exit */ 454#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
469#define FLAG_IDENTIFIED 29 455#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
470 /* Player knows full info about item */
471#define FLAG_REFLECTING 30
472 /* Object reflects from walls (lightning) */
473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 456#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474
475#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 457#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
476#define FLAG_HITBACK 33 /* Object will hit back when hit */ 458#define FLAG_HITBACK 33 /* Object will hit back when hit */
477#define FLAG_STARTEQUIP 34 459#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
478 /* Object was given to player at start */ 460#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
479#define FLAG_BLOCKSVIEW 35
480 /* Object blocks view */
481#define FLAG_UNDEAD 36 /* Monster is undead */ 461#define FLAG_UNDEAD 36 /* Monster is undead */
482#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 462#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
483#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 463#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
484#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 464#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
465#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
485 466
486#define FLAG_REFL_SPELL 40
487 /* Spells (some) will reflect from object */
488#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 467#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
489#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 468#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
490#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 469#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
491#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 470#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
492#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 471#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 477
499#define FLAG_PICK_UP 48 /* Can pick up */ 478#define FLAG_PICK_UP 48 /* Can pick up */
500#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 479#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
501#define FLAG_NO_DROP 50 /* Object can't be dropped */ 480#define FLAG_NO_DROP 50 /* Object can't be dropped */
502#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 481#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
503#define FLAG_CAST_SPELL 52 482
504 /* (Monster) can learn and cast spells */ 483#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
505#define FLAG_USE_SCROLL 53 484#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
506 /* (Monster) can read scroll */
507#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 485#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
508#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 486#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
509 487#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_ARMOUR 56 488#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
511 /* (Monster) can wear armour/shield/helmet */
512#define FLAG_USE_WEAPON 57
513 /* (Monster) can wield weapons */
514#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 489#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
515#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 490#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
516#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 491#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
492
517#define FLAG_XRAYS 61 /* X-ray vision */ 493#define FLAG_XRAYS 61 /* X-ray vision */
518#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 494#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
519#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 495#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
520 496
521#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 497#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
540#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 516#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
541#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 517#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
542 518
543#define FLAG_PRECIOUS 83 // object is precious (pets) 519#define FLAG_PRECIOUS 83 // object is precious (pets)
544#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 520#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
545#define FLAG_MAKE_INVIS 85 521#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
546 /* (Item) gives invisibility when applied */ 522#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
547#define FLAG_INV_LOCKED 86 523
548 /* Item will not be dropped from inventory */
549#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 524#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
550
551#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 525#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
552#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 526#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
553#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 527#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
554#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 528#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
555#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 529#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569 */ 543 */
570 544
571#define FLAG_BERSERK 99 /* monster will attack closest living 545#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 546 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 547#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 548#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 549#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 550#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 551 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 552//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
579 * the overlay, and is not subject to 553// * the overlay, and is not subject to
580 * decay. */ 554// * decay. */
581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 555#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 556#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 557#define FLAG_IS_WATER 107
584#define FLAG_CONTENT_ON_GEN 108 558#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 559#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
591 * defined flag + 1. If you change this, 565 * defined flag + 1. If you change this,
592 * make sure you update the flag_links 566 * make sure you update the flag_links
593 * in common/loader.l 567 * in common/loader.l
594 */ 568 */
595 569
596/* Values can go up to 127 before the size of the flags array in the
597 * object structure needs to be enlarged.
598 * So there are 18 available flags slots
599 */
600
601#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
602
603/* If you add new movement types, you may need to update 570/* If you add new movement types, you may need to update
604 * describe_item() so properly describe those types. 571 * describe_item() so properly describe those types.
605 * change_abil() probably should be updated also. 572 * change_abil() probably should be updated also.
606 */ 573 */
607#define MOVE_WALK 0x01 /* Object walks */ 574#define MOVE_WALK 0x01 /* Object walks */
615 582
616#define MOVE_ALL 0x3f /* Mask of all movement types */ 583#define MOVE_ALL 0x3f /* Mask of all movement types */
617 584
618/* typdef here to define type large enough to hold bitmask of 585/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 586 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it
621 * at anyways.
622 */ 587 */
623typedef unsigned char MoveType; 588typedef unsigned char MoveType;
624 589
625/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 590/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
626 * Basically, ob2 has to block all of ob1 movement types. 591 * Basically, ob2 has to block all of ob1 movement types.
635 * 600 *
636 */ 601 */
637#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 602#define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 ((type) && (ob1->move_type & type) == ob1->move_type) 603 ((type) && (ob1->move_type & type) == ob1->move_type)
639 604
640
641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 605#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 606#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 607#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644
645/* Note: These values are only a default value, resizing can change them */
646#define INV_SIZE 12 /* How many items can be viewed in inventory */
647#define LOOK_SIZE 6 /* ditto, but for the look-window */
648#define MAX_INV_SIZE 40 /* For initializing arrays */
649#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650
651#define EDITABLE(xyz) ((xyz)->arch->editable)
652
653#define E_MONSTER 0x00000001
654#define E_EXIT 0x00000002
655#define E_TREASURE 0x00000004
656#define E_BACKGROUND 0x00000008
657#define E_DOOR 0x00000010
658#define E_SPECIAL 0x00000020
659#define E_SHOP 0x00000040
660#define E_NORMAL 0x00000080
661#define E_FALSE_WALL 0x00000100
662#define E_WALL 0x00000200
663#define E_EQUIPMENT 0x00000400
664#define E_OTHER 0x00000800
665#define E_ARTIFACT 0x00001000
666 608
667#define EXIT_PATH(xyz) (xyz)->slaying 609#define EXIT_PATH(xyz) (xyz)->slaying
668#define EXIT_LEVEL(xyz) (xyz)->stats.food 610#define EXIT_LEVEL(xyz) (xyz)->stats.food
669#define EXIT_X(xyz) (xyz)->stats.hp 611#define EXIT_X(xyz) (xyz)->stats.hp
670#define EXIT_Y(xyz) (xyz)->stats.sp 612#define EXIT_Y(xyz) (xyz)->stats.sp
690#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 632#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
691 633
692#define DIRX(xyz) freearr_x[(xyz)->direction] 634#define DIRX(xyz) freearr_x[(xyz)->direction]
693#define DIRY(xyz) freearr_y[(xyz)->direction] 635#define DIRY(xyz) freearr_y[(xyz)->direction]
694 636
695#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697
698#define ARMOUR_SPEED(xyz) (xyz)->last_sp 637#define ARMOUR_SPEED(xyz) (xyz)->last_sp
699#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 638#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700#define WEAPON_SPEED(xyz) (xyz)->last_sp 639#define WEAPON_SPEED(xyz) (xyz)->last_sp
701 640
702/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 641/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
703 each of them signed char, concatenated in a int16 */ 642 each of them signed char, concatenated in a int16 */
704#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 643#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 644#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 645#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
646
707#define FIRE_DIRECTIONAL 0 647#define FIRE_DIRECTIONAL 0
708#define FIRE_POSITIONAL 1 648#define FIRE_POSITIONAL 1
709 649
710/******************************************************************************/ 650/******************************************************************************/
711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 651/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
832// we use 2**-n because that can be represented exactly 772// we use 2**-n because that can be represented exactly
833// also make sure that this is a float, not double, constant 773// also make sure that this is a float, not double, constant
834#define MIN_ACTIVE_SPEED (1.f / 65536.f) 774#define MIN_ACTIVE_SPEED (1.f / 65536.f)
835 775
836#define RANDOM() (rndm.next () & 0xffffffU) 776#define RANDOM() (rndm.next () & 0xffffffU)
837#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
838 777
839/* Returns the weight of the given object. Note: it does not take the number of 778/* Returns the weight of the given object. Note: it does not take the number of
840 * items (nrof) into account. 779 * items (nrof) into account.
780 * (this looks rather bogus, schmorp)
841 */ 781 */
842#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 782#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
843
844
845/* Code fastening defines
846 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
847 * buf__ and increment buf__ position so it will point to the end of buf__.
848 * the '\0' caracter will not be put at end of buf__.
849 * use preparefastcat and finishfastcat on buf__ to prepare
850 * and clean up the string. (Lots faster than doing each time...)
851 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
852 * keep in mind FAST_STRNCAT is faster since length of second argument is
853 * kown in advance.
854 */
855
856#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
857#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
858#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
859#define FINISH_FASTCAT(buf__) buf__[0]='\0';
860 783
861/* 784/*
862 * Warning! 785 * Warning!
863 * If you add message types here, don't forget 786 * If you add message types here, don't forget
864 * to keep the client up to date too! 787 * to keep the client up to date too!
949 872
950/* admin messages */ 873/* admin messages */
951#define MSG_TYPE_ADMIN_RULES 1 874#define MSG_TYPE_ADMIN_RULES 1
952#define MSG_TYPE_ADMIN_NEWS 2 875#define MSG_TYPE_ADMIN_NEWS 2
953 876
877/**
878 * Maximum distance a player may hear a sound from.
879 * This is only used for new client/server sound. If the sound source
880 * on the map is farther away than this, we don't sent it to the client.
881 */
882#define MAX_SOUND_DISTANCE 16
883
884#define LOG_CHANNEL "log" // the plain and ugly standard server log
885#define INFO_CHANNEL "info" // lower_left box
886#define SAY_CHANNEL "channel-say"
887#define CHAT_CHANNEL "channel-chat"
888#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
889
890/* The following are the color flags passed to new_draw_info.
891 *
892 * We also set up some control flags
893 *
894 * NDI = New Draw Info
895 */
896
897/* Color specifications - note these match the order in xutil.c */
898/* Note 2: Black, the default color, is 0. Thus, it does not need to
899 * be implicitly specified.
900 */
901#define NDI_BLACK 0
902#define NDI_WHITE 1
903#define NDI_NAVY 2
904#define NDI_RED 3
905#define NDI_ORANGE 4
906#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
907#define NDI_DK_ORANGE 6 /* DarkOrange2 */
908#define NDI_GREEN 7 /* SeaGreen */
909#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
910 /* Than seagreen - also background color */
911#define NDI_GREY 9
912#define NDI_BROWN 10 /* Sienna */
913#define NDI_GOLD 11
914#define NDI_TAN 12 /* Khaki */
915
916#define NDI_MAX_COLOR 12 /* Last value in */
917#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
918 /* using an int anyways, so we have the space */
919 /* to still do all the flags */
920
921#define NDI_REPLY 0x20 // is a direct reply to a user command
922#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
923#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
924#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
925
926#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
927#define NDI_ALL 0x2000 /* Inform all players of this message */
928#define NDI_DEF 0x4000 // ignore colour for channel protocol
929
954#endif /* DEFINE_H */ 930#endif /* DEFINE_H */
955 931

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