--- deliantra/server/include/define.h 2008/11/16 03:52:12 1.90 +++ deliantra/server/include/define.h 2011/05/04 19:04:44 1.135 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -38,22 +39,21 @@ #define FONTDIR "" #define FONTNAME "" -/* Decstations have trouble with fabs()... */ -#define FABS(x) fabs (x) - #ifdef __NetBSD__ # include #endif +#define MAXNUMLEVELS 256 // maximum number of levels possible +#define MAXLEVEL_TREASURE 115 // for treasure calculations only + // maximum length of an object name in the protocol #define NAME_LEN 127 -#undef MIN -#undef MAX - #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ +#define MAX_FOOD 999 + //TODO: not only use more reasonable values, also enforce them #define MIN_WC -120 #define MAX_WC 120 @@ -64,27 +64,12 @@ #define MIN_DIGESTION -35 #define MAX_DIGESTION 70 -#define MAX_BUF 1024 - /* Used for all kinds of things */ -#define VERY_BIG_BUF 2048 -#define HUGE_BUF 10240 /* Used for messages - some can be quite long */ -#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ - -#define FONTSIZE 3000 /* Max chars in font */ - -#define MAX_ANIMATIONS 256 +#define MAX_BUF 1024 /* Used for all kinds of things */ #define MAX_NAME 48 -#define MAX_EXT_TITLE 98 #define ATTUNE_REPELL 16 // levels diff for attune/repell -//TODO: remove all calls to fatal and replace them by cleanup -#define OUT_OF_MEMORY 0 -#define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 // unused -#define TOO_MANY_ERRORS 3 - /* TYPE DEFINES */ /* Only add new values to this list if somewhere in the program code, @@ -112,22 +97,22 @@ #define POISON 7 #define BOOK 8 #define CLOCK 9 -//10 -//11 -//12 +#define VEIN 10 // deliantra: mineral/ore/whatever vein +#define RANGED 11 // deliantra: other range item (skill based) +#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ #define ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 -//19 +#define T_MATCH 19 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 -//25 +#define PHYSICS 25 // deliantra: "things that move" #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -146,10 +131,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ -//44 +#define IDENTIFY_ALTAR 44 #define EARTHWALL 45 #define GOLEM 46 -//47 +#define DEEP_SWAMP 47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -174,7 +159,7 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 -//61 +#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ @@ -193,7 +178,7 @@ #define SHOP_FLOOR 68 #define SHOP_MAT 69 #define RING 70 -#define FLOOR 71 /* this is a floor tile -> native layer 0 */ +//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? #define FLESH 72 /* animal 'body parts' -b.t. */ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ @@ -207,23 +192,24 @@ on chairs, we create a new type and remove all chairs from here. */ //80 -//81 +#define TORCH 81 /* a torch */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ //84 #define SPELLBOOK 85 //86 #define CLOAK 87 -//88 -//89 +#define MAPSCRIPT 88 /* A perl-scripted connectable */ +#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ #define SPINNER 90 #define GATE 91 #define BUTTON 92 -#define CF_HANDLE 93 +#define T_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 -//96 -//97 +#define RUNE 96 +#define TRAP 97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -233,8 +219,8 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 -//107 -//108 +#define DISEASE 107 +#define SYMPTOM 108 #define WAND 109 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 @@ -243,61 +229,50 @@ #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ -//117 -//118 -//119 +#define ITEM_TRANSFORMER 117 /* Transforming one item with another */ +#define POWER_CRYSTAL 118 +#define CORPSE 119 //120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 -//125 -//126 -//127 -//128 -//129 -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ -//131 -//132 -//133 -//134 -//135 -//136 -//137 -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -//140 -//141 -//142 -//143 -//144 -//145 -//146 -//147 -//148 -//149 -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -//151 -//152 -//153 -#define RUNE 154 -#define TRAP 155 -#define POWER_CRYSTAL 156 -#define CORPSE 157 -#define DISEASE 158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161 /* Material for building */ -//162 -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -//164 -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ +#define BUILDER 125 /* Generic item builder, see subtypes */ +#define MATERIAL 126 /* Material for building */ -#define NUM_TYPES 166 // must be max(type) + 1 +#define NUM_TYPES 127 // must be max(type) + 1 /* END TYPE DEFINE */ +typedef std::bitset typeset; + +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + * As a special exception, bows use stats.sp for their own purposes. + */ +static const struct digest_types : typeset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + // maximum supported subtype number + 1, can be increased to 256 // currently (2007-09) in use: 50 #define NUM_SUBTYPES 64 @@ -345,7 +320,7 @@ #define PU_DEBUG 0x10000000 #define PU_INHIBIT 0x20000000 #define PU_STOP 0x40000000 -#define PU_NEWMODE 0x80000000 +#define PU_ENABLE 0x80000000 // used to distinguish value density #define PU_RATIO 0x0000000F @@ -395,164 +370,144 @@ /* * If any FLAG's are added or changed, make sure the flag_names structure in - * common/loader.l is updated. + * common/loader.C is updated. */ -/* Basic routines to do above */ -#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 -#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 -#define QUERY_FLAG(obj, flg) (obj)->flag [flg] - /* the flags */ -#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ -#define FLAG_WIZ 1 /* Object has special privilegies */ -#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ -#define FLAG_FREED 3 /* Object is in the list of free objects */ -//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -#define FLAG_APPLIED 5 /* Object is ready for use by living */ -#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ - -#define FLAG_NO_PICK 8 /* Object can't be picked up */ - -/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ -/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ - -#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - -/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ -/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ -#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ - -#define FLAG_MONSTER 14 /* Will attack players */ -#define FLAG_FRIENDLY 15 /* Will help players */ -#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ -#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ -#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory -#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ -#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ -#define FLAG_CAN_ROLL 22 /* Object can be rolled */ -#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ -#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - -/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ -/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ -/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ - -#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ -#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ -#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ -#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ -#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ -#define FLAG_HITBACK 33 /* Object will hit back when hit */ -#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ -#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ -#define FLAG_UNDEAD 36 /* Monster is undead */ -#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ -#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ -#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ -#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ - -#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ -#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ -#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ -#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ -#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ - but can still attack at a distance */ - -/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ -/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ - -#define FLAG_PICK_UP 48 /* Can pick up */ -#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ -#define FLAG_NO_DROP 50 /* Object can't be dropped */ -#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ - -#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ -#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ -#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ -#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ -#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ -#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ -#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ -#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ - -#define FLAG_XRAYS 61 /* X-ray vision */ -#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ -#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - -#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ -#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ -#define FLAG_SLEEP 66 /* NPC is sleeping */ -#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ -#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ -#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ -#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ -#define FLAG_STEALTH 71 /* Will wake monsters with less range */ - -#define FLAG_WIZPASS 72 /* The wizard can go through walls */ -#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ -#define FLAG_CURSED 74 /* The object is cursed */ -#define FLAG_DAMNED 75 /* The object is _very_ cursed */ -#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ -#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ -#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ -#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - -#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ -#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ -#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ - -#define FLAG_PRECIOUS 83 // object is precious (pets) -#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ -#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ - -#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ -#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ -#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ -#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ -#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ -#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ -#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ -#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - -/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - -#define FLAG_NO_STEAL 96 /* Item can't be stolen */ -#define FLAG_ONE_HIT 97 /* Monster can only hit once before going - * away (replaces ghosthit) - */ -#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging - -#define FLAG_BERSERK 99 /* monster will attack closest living - object */ -#define FLAG_NEUTRAL 100 /* monster is from type neutral */ -#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ -#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ -#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ -//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on -// * the overlay, and is not subject to -// * decay. */ -#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ -#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ -#define FLAG_IS_WATER 107 -#define FLAG_CONTENT_ON_GEN 108 -#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ -#define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ -#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map - -#define NUM_FLAGS 113 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ +#define FLAG_WIZ 1 /* Object has special privilegies */ +#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ +#define FLAG_FREED 3 /* Object is in the list of free objects */ +#define FLAG_WIZLOOK 4 /* disable los and lighting */ +#define FLAG_APPLIED 5 /* Object is ready for use by living */ +#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ +#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ +#define FLAG_NO_PICK 8 /* Object can't be picked up */ +/*#define FLAG_WALK_ON 9*/ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ +#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ +#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ +#define FLAG_MONSTER 14 /* Will attack players */ +#define FLAG_FRIENDLY 15 /* Will help players */ +#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ +#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ +#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory +#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ +#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ +#define FLAG_CAN_ROLL 22 /* Object can be rolled */ +#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ +#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ +#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ +#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ +#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ +#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ +#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ +#define FLAG_HITBACK 33 /* Object will hit back when hit */ +#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ +#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ +#define FLAG_UNDEAD 36 /* Monster is undead */ +#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ +#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ +#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ +#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ +#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ +//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ +#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ +#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ +#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ + but can still attack at a distance */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +#define FLAG_PICK_UP 48 /* Can pick up */ +#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ +#define FLAG_NO_DROP 50 /* Object can't be dropped */ +#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ +#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ +#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ +#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ +#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ +#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ +#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ +#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ +#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ +#define FLAG_XRAYS 61 /* X-ray vision */ +#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ +#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ +#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ +#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ +#define FLAG_SLEEP 66 /* NPC is sleeping */ +#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ +#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ +#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ +#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ +#define FLAG_STEALTH 71 /* Will wake monsters with less range */ +#define FLAG_WIZPASS 72 /* The wizard can go through walls */ +#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ +#define FLAG_CURSED 74 /* The object is cursed */ +#define FLAG_DAMNED 75 /* The object is _very_ cursed */ +#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ +#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ +#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ +#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ +#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ +#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ +#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ +#define FLAG_PRECIOUS 83 // object is precious (pets) +#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ +#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ +#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ +#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ +#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ +#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ +#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ +#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ +#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ +#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ +#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +#define FLAG_NO_STEAL 96 /* Item can't be stolen */ +#define FLAG_ONE_HIT 97 /* Monster can only hit once before going + * away (replaces ghosthit) + */ +#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging + +#define FLAG_BERSERK 99 /* monster will attack closest living + object */ +#define FLAG_NEUTRAL 100 /* monster is from type neutral */ +#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ +#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ +#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by + * load_original_map() */ +#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ +#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ +#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ +#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ +#define FLAG_CONTENT_ON_GEN 108 +#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +#define FLAG_IS_BUILDABLE 110 /* Can build on item */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map +#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item + * (for the quads world for instance) + */ + +// temporary assignments +#define FLAG_PHYSICS_QUEUE 114 // object queued for physics + +#define NUM_FLAGS 115 /* Should always be equal to the last + * defined flag + 1. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* If you add new movement types, you may need to update * describe_item() so properly describe those types. @@ -561,12 +516,11 @@ #define MOVE_WALK 0x01 /* Object walks */ #define MOVE_FLY_LOW 0x02 /* Low flying object */ #define MOVE_FLY_HIGH 0x04 /* High flying object */ -#define MOVE_FLYING 0x06 - /* Combo of fly_low and fly_high */ #define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ +#define MOVE_SHIP 0x20 /* boats suitable for oceans */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ #define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of @@ -599,13 +553,19 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really +#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no * practical reason to exceed this */ -#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ - MAX_LIGHT_RADII:(xyz)->glow_radius; +#define LOS_MAX 4 /* max. los value for non-blocked spaces */ +#define LOS_BLOCKED 100 /* fully blocked spaces */ +#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ + MAX_LIGHT_RADII : (xyz)->glow_radius; +// player position in blocked_los code +#define LOS_X0 (MAP_CLIENT_X / 2 - 1) +#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) + #define F_BUY 0 #define F_SELL 1 @@ -651,17 +611,18 @@ /* ------------------- */ /* attack_movement = 33 */ /******************************************************************************/ -#define DISTATT 1 /* move toward a player if far, but mantain some space, */ +#define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ -#define RUNATT 2 /* run but attack if player catches up to object */ -#define HITRUN 3 /* run to then hit player then run away cyclicly */ -#define WAITATT 4 /* wait for player to approach then hit, move if hit */ -#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ -#define ALLRUN 6 /* always run never attack good for sim. of weak player */ -#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ -#define WAIT2 8 /* monster does not try to move towards player if far */ +#define RUNATT 2 /* run but attack if player catches up to object */ +#define HITRUN 3 /* run to then hit player then run away cyclicly */ +#define WAITATT 4 /* wait for player to approach then hit, move if hit */ +#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ +#define ALLRUN 6 /* always run never attack good for sim. of weak player */ +#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ +#define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ -#define PETMOVE 16 /* if the upper four bits of attack_movement */ + +#define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ @@ -669,32 +630,33 @@ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ -#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ +#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ -#define CIRCLE2 48 /* same as above but a larger circle is used */ -#define PACEH 64 /* The Monster will pace back and forth until attacked */ +#define CIRCLE2 48 /* same as above but a larger circle is used */ +#define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ -#define PACEH2 80 /* the monster will pace as above but the length of the */ +#define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ -#define RANDO 96 /* the monster will go in a random direction until */ +#define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ -#define RANDO2 112 /* constantly move in a different random direction */ -#define PACEV 128 /* The Monster will pace back and forth until attacked */ +#define RANDO2 112 /* constantly move in a different random direction */ +#define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ -#define PACEV2 144 /* the monster will pace as above but the length of the */ +#define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ -#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ +#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -#define BLANK_FACE_NAME "blank.x11" -#define EMPTY_FACE_NAME "empty.x11" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" +#define MAGICMOUTH_FACE_NAME "magicmouth.x11" /* * Defines for the luck/random functions to make things more readable @@ -707,17 +669,16 @@ enum apply_flag { /* Basic flags/mode, always use one of these */ - AP_TOGGLE = 0, - AP_APPLY = 1, - AP_UNAPPLY = 2, - - AP_BASIC_FLAGS = 0x0f, + AP_TOGGLE = 0, + AP_APPLY = 0x01, + AP_UNAPPLY = 0x02, + AP_MODE = 0x03, /* Optional flags, for bitwise or with a basic flag */ AP_NO_MERGE = 0x10, AP_IGNORE_CURSE = 0x20, - AP_PRINT = 0x40, /* Print what to do, don't actually do it */ - AP_NO_READY = 0x80, // do not ready skill associated with skilltool. + AP_PRINT = 0x40, /* Print what to do, don't actually do it */ + AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots }; /* Bitmask values for 'can_apply_object()' return values. @@ -746,19 +707,23 @@ * could remove. * */ -#define CAN_APPLY_NEVER 0x1 -#define CAN_APPLY_RESTRICTION 0x2 -#define CAN_APPLY_NOT_MASK 0xf +#define CAN_APPLY_NEVER 0x01 +#define CAN_APPLY_RESTRICTION 0x02 +#define CAN_APPLY_NOT_MASK 0x0f + #define CAN_APPLY_UNAPPLY 0x10 #define CAN_APPLY_UNAPPLY_MULT 0x20 #define CAN_APPLY_UNAPPLY_CHOICE 0x40 // Cut off point of when an object is put on the active list or not // we use 2**-n because that can be represented exactly -// also make sure that this is a float, not double, constant +// also make sure that this is a float, not double, constant. +// some areas in the server divide by this value, so +// to avoid integer overflows it should not be much lower. #define MIN_ACTIVE_SPEED (1.f / 65536.f) -#define RANDOM() (rndm.next () & 0xffffffU) +/* have mercy on players and guarantee a somewhat higher speed */ +#define MIN_PLAYER_SPEED 0.04f /* * Warning! @@ -855,15 +820,15 @@ /** * Maximum distance a player may hear a sound from. - * This is only used for new client/server sound. If the sound source + * This is only used for client/server sound and say. If the sound source * on the map is farther away than this, we don't sent it to the client. */ #define MAX_SOUND_DISTANCE 16 #define LOG_CHANNEL "log" // the plain and ugly standard server log #define INFO_CHANNEL "info" // lower_left box -#define SAY_CHANNEL "channel-say" -#define CHAT_CHANNEL "channel-chat" +#define SAY_CHANNEL "say" +#define CHAT_CHANNEL "chat" #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL /* The following are the color flags passed to new_draw_info.