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Comparing deliantra/server/include/define.h (file contents):
Revision 1.73 by root, Sat Sep 1 08:03:44 2007 UTC vs.
Revision 1.79 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
42#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
43 43
44#ifdef __NetBSD__ 44#ifdef __NetBSD__
45# include <sys/param.h> 45# include <sys/param.h>
46#endif 46#endif
47#ifndef MIN
48# define MIN(x,y) min (x, y)
49#endif
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 47
54// maximum length of an object name in the protocol 48// maximum length of an object name in the protocol
55#define NAME_LEN 127 49#define NAME_LEN 127
56 50
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3 51#undef MIN
64# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 52#undef MAX
65#endif
66 53
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
69 56
70//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
88#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
89 76
90#define MAX_NAME 48 77#define MAX_NAME 48
91#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
92 79
93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1 82#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
122#define POTION 5 108#define POTION 5
123#define FOOD 6 109#define FOOD 6
124#define POISON 7 110#define POISON 7
125#define BOOK 8 111#define BOOK 8
126#define CLOCK 9 112#define CLOCK 9
127 113//10
114//11
115//12
128#define ARROW 13 116#define ARROW 13
129#define BOW 14 117#define BOW 14
130#define WEAPON 15 118#define WEAPON 15
131#define ARMOUR 16 119#define ARMOUR 16
132#define PEDESTAL 17 120#define PEDESTAL 17
133#define ALTAR 18 121#define ALTAR 18
134 122//19
135#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
137#define MAP 22 125#define MAP 22
138#define DOOR 23 126#define DOOR 23
139#define KEY 24 127#define KEY 24
140 128//25
141#define TIMED_GATE 26 129#define TIMED_GATE 26
142#define TRIGGER 27 130#define TRIGGER 27
143#define GRIMREAPER 28 131#define GRIMREAPER 28
144#define MAGIC_EAR 29 132#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
154#define AMULET 39 142#define AMULET 39
155#define PLAYERMOVER 40 143#define PLAYERMOVER 40
156#define TELEPORTER 41 144#define TELEPORTER 41
157#define CREATOR 42 145#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 147//44
160#define EARTHWALL 45 148#define EARTHWALL 45
161#define GOLEM 46 149#define GOLEM 46
162 150//47
163#define THROWN_OBJ 48 151#define THROWN_OBJ 48
164#define BLINDNESS 49 152#define BLINDNESS 49
165#define GOD 50 153#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 155 * which notices the presense of
182 170
183#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
185 */ 173 */
186#define GEM 60 174#define GEM 60
187 175//61
188#define FIREWALL 62 176#define FIREWALL 62
189#define ANVIL 63 177#define ANVIL 63
190#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
191#define MOOD_FLOOR 65 /* 179#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 180 * values of last_sp set how to change:
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
207#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 198#define LIGHTER 75
211 199//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 201//78
214
215#define MISC_OBJECT 79 /* misc. objects are for objects without a function 202#define MISC_OBJECT 79 /* misc. objects are for objects without a function
216 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
219 chairs from here. */ 206 chairs from here. */
220 207//80
208//81
221#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
223 211//84
224#define SPELLBOOK 85 212#define SPELLBOOK 85
225 213//86
226#define CLOAK 87 214#define CLOAK 87
227 215//88
216//89
228#define SPINNER 90 217#define SPINNER 90
229#define GATE 91 218#define GATE 91
230#define BUTTON 92 219#define BUTTON 92
231#define CF_HANDLE 93 220#define CF_HANDLE 93
232#define HOLE 94 221#define HOLE 94
233#define TRAPDOOR 95 222#define TRAPDOOR 95
234 223//96
224//97
235#define SIGN 98 225#define SIGN 98
236#define BOOTS 99 226#define BOOTS 99
237#define GLOVES 100 227#define GLOVES 100
238#define SPELL 101 228#define SPELL 101
239#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
240#define CONVERTER 103 230#define CONVERTER 103
241#define BRACERS 104 231#define BRACERS 104
242#define POISONING 105 232#define POISONING 105
243#define SAVEBED 106 233#define SAVEBED 106
244 234//107
235//108
245#define WAND 109 236#define WAND 109
246
247#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
248#define SCROLL 111 238#define SCROLL 111
249#define DIRECTOR 112 239#define DIRECTOR 112
250#define GIRDLE 113 240#define GIRDLE 113
251#define FORCE 114 241#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254 244//117
245//118
246//119
247//120
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122 249#define CONTAINER 122
257#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
259 252//125
253//126
254//127
255//128
256//129
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
261#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
263 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265 278//151
279//152
280//153
266#define RUNE 154 281#define RUNE 154
267#define TRAP 155 282#define TRAP 155
268
269#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
270#define CORPSE 157 284#define CORPSE 157
271
272#define DISEASE 158 285#define DISEASE 158
273#define SYMPTOM 159 286#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
276 289//162
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 291//164
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
281 294
282#define NUM_TYPES 166 // must be max(type) + 1 295#define NUM_TYPES 166 // must be max(type) + 1
283 296
284/* DEAD TYPES: */
285//#define FBULLET 10
286//#define FBALL 11
287//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
288//#define CONFUSION 19
289//#define MMISSILE 25
290/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
291 * experience for broad skill categories. This value
292 * is now automatically converteed at load time.
293 */
294//#define BOMB 47
295//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
296
297/* random crossfire developer: The trap_part, wall, light_source,
298 * misc_object, monster, and spawn_generator
299 * types are not used in any archetypes,
300 * and should perhaps be removed.
301 *
302 * Wed Dec 20 13:35:24 CET 2006:
303 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
304 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
305 * renamed WALL to BUILDABLE_WALL.
306 */
307
308//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
309//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
310//#define MONSTER 80 /* yes, thats a real, living creature */
311//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
312//#define TOOL 84 /* a tool for building objects */
313//#define BUILDFAC 86 /* facilities for building objects */
314//#define CONE 88
315//#define AURA 89 /* aura spell object */
316//#define WORD_OF_RECALL 96
317//#define PARAIMAGE 97
318//#define POISONCLOUD 107
319//#define FIREHOLES 108
320//#define ABILITY 110
321/* unused: 125 - 129
322 * type 125 was MONEY_CHANGER
323 */
324//#define CANCELLATION 141 /* not used with new spell code */
325//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
326//#define SWARM_SPELL 153
327//#define GPS 162 /* Ground positionning system, moved to Python plugin */
328//#define QUEST 164 /* See below for subtypes */
329
330/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
331 298
332#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 299// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64
333 302
334/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
335#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
336#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
337 306
338/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
339#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
340#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
341#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 437/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469 438
470#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 442#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
474#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
475#define FLAG_HITBACK 33 /* Object will hit back when hit */ 444#define FLAG_HITBACK 33 /* Object will hit back when hit */
476#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
477#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
478#define FLAG_UNDEAD 36 /* Monster is undead */ 447#define FLAG_UNDEAD 36 /* Monster is undead */
581#define NUM_FLAGS 113 /* Should always be equal to the last 550#define NUM_FLAGS 113 /* Should always be equal to the last
582 * defined flag + 1. If you change this, 551 * defined flag + 1. If you change this,
583 * make sure you update the flag_links 552 * make sure you update the flag_links
584 * in common/loader.l 553 * in common/loader.l
585 */ 554 */
586
587#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
588 555
589/* If you add new movement types, you may need to update 556/* If you add new movement types, you may need to update
590 * describe_item() so properly describe those types. 557 * describe_item() so properly describe those types.
591 * change_abil() probably should be updated also. 558 * change_abil() probably should be updated also.
592 */ 559 */

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