ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.93 by root, Fri Dec 19 22:47:29 2008 UTC vs.
Revision 1.146 by root, Wed Dec 5 19:31:26 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
25 27
36#include <autoconf.h> 38#include <autoconf.h>
37 39
38#define FONTDIR "" 40#define FONTDIR ""
39#define FONTNAME "" 41#define FONTNAME ""
40 42
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 43#ifdef __NetBSD__
45# include <sys/param.h> 44# include <sys/param.h>
46#endif 45#endif
47 46
47#define MAXNUMLEVELS 256 // maximum number of levels possible
48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
49
48// maximum length of an object name in the protocol 50// maximum length of an object name in the protocol
49#define NAME_LEN 127 51#define NAME_LEN 127
50 52
51#undef MIN
52#undef MAX
53
54#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
55#define MIN_STAT 1 /* The minimum legal value of any stat */ 54#define MIN_STAT 1 /* The minimum legal value of any stat */
55
56#define MAX_FOOD 999
56 57
57//TODO: not only use more reasonable values, also enforce them 58//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120 59#define MIN_WC -120
59#define MAX_WC 120 60#define MAX_WC 120
60#define MIN_AC -120 61#define MIN_AC -120
62#define MIN_DAM 0 63#define MIN_DAM 0
63#define MAX_DAM 200 64#define MAX_DAM 200
64#define MIN_DIGESTION -35 65#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70 66#define MAX_DIGESTION 70
66 67
67#define MAX_BUF 1024 68#define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */
68 /* Used for all kinds of things */
69#define VERY_BIG_BUF 2048
70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72
73#define FONTSIZE 3000 /* Max chars in font */
74
75#define MAX_ANIMATIONS 256
76 69
77#define MAX_NAME 48 70#define MAX_NAME 48
78#define MAX_EXT_TITLE 98
79 71
80#define ATTUNE_REPELL 16 // levels diff for attune/repell 72#define ATTUNE_REPELL 16 // levels diff for attune/repell
81
82//TODO: remove all calls to fatal and replace them by cleanup
83#define OUT_OF_MEMORY 0
84#define MAP_ERROR 1
85#define ARCHTABLE_TOO_SMALL 2 // unused
86#define TOO_MANY_ERRORS 3
87 73
88/* TYPE DEFINES */ 74/* TYPE DEFINES */
89 75
90/* Only add new values to this list if somewhere in the program code, 76/* Only add new values to this list if somewhere in the program code,
91 * it is actually needed. Just because you add a new monster does not 77 * it is actually needed. Just because you add a new monster does not
110#define POTION 5 96#define POTION 5
111#define FOOD 6 97#define FOOD 6
112#define POISON 7 98#define POISON 7
113#define BOOK 8 99#define BOOK 8
114#define CLOCK 9 100#define CLOCK 9
115//10 101#define VEIN 10 // deliantra: mineral/ore/whatever vein
116//11 102#define RANGED 11 // deliantra: other range item (skill based)
117//12 103#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
118#define ARROW 13 104#define ARROW 13
119#define BOW 14 105#define BOW 14
120#define WEAPON 15 106#define WEAPON 15
121#define ARMOUR 16 107#define ARMOUR 16
122#define PEDESTAL 17 108#define PEDESTAL 17
123#define ALTAR 18 109#define ALTAR 18
124//19 110#define T_MATCH 19
125#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
126#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
127#define MAP 22 113#define MAP 22
128#define DOOR 23 114#define DOOR 23
129#define KEY 24 115#define KEY 24
130//25 116#define PHYSICS 25 // deliantra: "things that move"
131#define TIMED_GATE 26 117#define TIMED_GATE 26
132#define TRIGGER 27 118#define TRIGGER 27
133#define GRIMREAPER 28 119#define GRIMREAPER 28
134#define MAGIC_EAR 29 120#define MAGIC_EAR 29
135#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
144#define AMULET 39 130#define AMULET 39
145#define PLAYERMOVER 40 131#define PLAYERMOVER 40
146#define TELEPORTER 41 132#define TELEPORTER 41
147#define CREATOR 42 133#define CREATOR 42
148#define SKILL 43 /* also see SKILL_TOOL (74) below */ 134#define SKILL 43 /* also see SKILL_TOOL (74) below */
149//44 135#define IDENTIFY_ALTAR 44
150#define EARTHWALL 45 136#define EARTHWALL 45
151#define GOLEM 46 137#define GOLEM 46
152//47 138#define DEEP_SWAMP 47
153#define THROWN_OBJ 48 139#define THROWN_OBJ 48
154#define BLINDNESS 49 140#define BLINDNESS 49
155#define GOD 50 141#define GOD 50
156#define DETECTOR 51 /* peterm: detector is an object 142#define DETECTOR 51 /* peterm: detector is an object
157 * which notices the presense of 143 * which notices the presense of
172 158
173#define PEACEMAKER 59 /* Object owned by a player which can convert 159#define PEACEMAKER 59 /* Object owned by a player which can convert
174 * a monster into a peaceful being incapable of attack. 160 * a monster into a peaceful being incapable of attack.
175 */ 161 */
176#define GEM 60 162#define GEM 60
177//61 163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
178#define FIREWALL 62 164#define FIREWALL 62
179#define ANVIL 63 165#define ANVIL 63
180#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
181#define MOOD_FLOOR 65 /* 167#define MOOD_FLOOR 65 /*
182 * values of last_sp set how to change: 168 * values of last_sp set how to change:
183 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
184 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
185 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
186 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
191#define EXIT 66 177#define EXIT 66
192#define ENCOUNTER 67 178#define ENCOUNTER 67
193#define SHOP_FLOOR 68 179#define SHOP_FLOOR 68
194#define SHOP_MAT 69 180#define SHOP_MAT 69
195#define RING 70 181#define RING 70
196#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 182//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
197#define FLESH 72 /* animal 'body parts' -b.t. */ 183#define FLESH 72 /* animal 'body parts' -b.t. */
198#define INORGANIC 73 /* metals and minerals */ 184#define INORGANIC 73 /* metals and minerals */
199#define SKILL_TOOL 74 /* Allows the use of a skill */ 185#define SKILL_TOOL 74 /* Allows the use of a skill */
200#define LIGHTER 75 186#define LIGHTER 75
201//76 187//76
205 in the engine. Like statues, clocks, chairs,... 191 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 192 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 193 on chairs, we create a new type and remove all
208 chairs from here. */ 194 chairs from here. */
209//80 195//80
210//81 196#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 197#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 198#define DUPLICATOR 83 /* duplicator/multiplier object */
213//84 199//84
214#define SPELLBOOK 85 200#define SPELLBOOK 85
215//86 201//86
216#define CLOAK 87 202#define CLOAK 87
217//88 203#define MAPSCRIPT 88 /* A perl-scripted connectable */
218//89 204#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205 potions, alchemy, or magic works here (elmex) */
219#define SPINNER 90 206#define SPINNER 90
220#define GATE 91 207#define GATE 91
221#define BUTTON 92 208#define BUTTON 92
222#define CF_HANDLE 93 209#define T_HANDLE 93
223#define HOLE 94 210#define HOLE 94
224#define TRAPDOOR 95 211#define TRAPDOOR 95
225//96 212#define RUNE 96
226//97 213#define TRAP 97
227#define SIGN 98 214#define SIGN 98
228#define BOOTS 99 215#define BOOTS 99
229#define GLOVES 100 216#define GLOVES 100
230#define SPELL 101 217#define SPELL 101
231#define SPELL_EFFECT 102 218#define SPELL_EFFECT 102
232#define CONVERTER 103 219#define CONVERTER 103
233#define BRACERS 104 220#define BRACERS 104
234#define POISONING 105 221#define POISONING 105
235#define SAVEBED 106 222#define SAVEBED 106
236//107 223#define DISEASE 107
237//108 224#define SYMPTOM 108
238#define WAND 109 225#define WAND 109
239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 226#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
240#define SCROLL 111 227#define SCROLL 111
241#define DIRECTOR 112 228#define DIRECTOR 112
242#define GIRDLE 113 229#define GIRDLE 113
243#define FORCE 114 230#define FORCE 114
244#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 231#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
245#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 232#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
246//117 233#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
247//118 234#define POWER_CRYSTAL 118
248//119 235#define CORPSE 119
249//120 236//120
250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 237#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
251#define CONTAINER 122 238#define CONTAINER 122
252#define ARMOUR_IMPROVER 123 239#define ARMOUR_IMPROVER 123
253#define WEAPON_IMPROVER 124 240#define WEAPON_IMPROVER 124
254//125
255//126
256//127
257//128
258//129
259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260//131
261//132
262//133
263//134
264//135
265//136
266//137
267#define DEEP_SWAMP 138
268#define IDENTIFY_ALTAR 139
269//140
270//141
271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
280//151
281//152
282//153
283#define RUNE 154
284#define TRAP 155
285#define POWER_CRYSTAL 156
286#define CORPSE 157
287#define DISEASE 158
288#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 241#define BUILDER 125 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 242#define MATERIAL 126 /* Material for building */
291//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */
296 243
297#define NUM_TYPES 166 // must be max(type) + 1 244#define NUM_TYPES 127 // must be max(type) + 1
298 245
299/* END TYPE DEFINE */ 246/* END TYPE DEFINE */
247
248typedef std::bitset<NUM_TYPES> typeset;
249
250/* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255static const struct digest_types : typeset
256{
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275} digest_types;
300 276
301// maximum supported subtype number + 1, can be increased to 256 277// maximum supported subtype number + 1, can be increased to 256
302// currently (2007-09) in use: 50 278// currently (2007-09) in use: 50
303#define NUM_SUBTYPES 64 279#define NUM_SUBTYPES 64
304 280
308 284
309/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
310#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
311#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
312#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
289#define ST_MAT_QUAD 4 /* Quad build material */
313 290
314/* definitions for weapontypes */ 291/* definitions for weapontypes */
315 292
316#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
317#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
343#define PU_NOTHING 0x00000000 320#define PU_NOTHING 0x00000000
344 321
345#define PU_DEBUG 0x10000000 322#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 323#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 324#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 325#define PU_ENABLE 0x80000000 // used to distinguish value density
349 326
350#define PU_RATIO 0x0000000F 327#define PU_RATIO 0x0000000F
351 328
352#define PU_FOOD 0x00000010 329#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 330#define PU_DRINK 0x00000020
379#define PU_FLESH 0x04000000 356#define PU_FLESH 0x04000000
380 357
381 358
382/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
383 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
384 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
385 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
386 * three spaces 363 * three spaces
387 */ 364 */
388#define SIZEOFFREE0 0 365#define SIZEOFFREE0 0
389#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
390#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48 368#define SIZEOFFREE3 48
392#define SIZEOFFREE 49 369#define SIZEOFFREE 49
393 370
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 372
396/* 373/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 375 * common/loader.C is updated.
399 */ 376 */
400
401/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
404#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
405 377
406/* the flags */ 378/* the flags */
407 379
408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
409#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 382#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
411#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
412//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
413#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
416
417#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
418 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
421
422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
423
424/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
427
428#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
429#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
432#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
433#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 400#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
434#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
435#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
436#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
437#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
438#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
439
440/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
441/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
442/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
443
444#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
447#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
449#define FLAG_HITBACK 33 /* Object will hit back when hit */ 414#define FLAG_HITBACK 33 /* Object will hit back when hit */
450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 415#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 416#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
452#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
453#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
454#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
455#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
456#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
457
458#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
459#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
460#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
461#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
462#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
463 but can still attack at a distance */ 427 but can still attack at a distance */
464
465/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
466 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
467/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
468
469#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
470#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
471#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
472#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
473
474#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
475#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
476#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
477#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
478#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
479#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
480#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
481#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
482#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483
484#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
485#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
486#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
487
488#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
489#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
490#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
491#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
492#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
493#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
494#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
495#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
496
497#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
498#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
499#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
500#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
501#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
502#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
503#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
504#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
505
506#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
507#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
508#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
509
510#define FLAG_PRECIOUS 83 // object is precious (pets) 466#define FLAG_PRECIOUS 83 // object is precious (pets)
511#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
512#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
513#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
514
515#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
516#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
517#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
518#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
519#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
520#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
521#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
522#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
523
524/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
525
526#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
527#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
528 * away (replaces ghosthit) 481 * away (replaces ghosthit)
529 */ 482 */
530#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
531 484
532#define FLAG_BERSERK 99 /* monster will attack closest living 485#define FLAG_BERSERK 99 /* monster will attack closest living
533 object */ 486 object */
534#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 487#define FLAG_NEUTRAL 100 /* monster is from type neutral */
535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 488#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 489#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 490#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
538 * load_original_map() */ 491 * load_original_map() */
539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
540// * the overlay, and is not subject to
541// * decay. */
542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
544#define FLAG_IS_WATER 107 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
545#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
547#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
548#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
549#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
503 */
550 504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
551#define NUM_FLAGS 113 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
552 * defined flag + 1. If you change this, 509 * defined flag + 1.
553 * make sure you update the flag_links
554 * in common/loader.l
555 */ 510 */
556 511
557/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
558 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
559 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
560 */ 515 */
561#define MOVE_WALK 0x01 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
562#define MOVE_FLY_LOW 0x02 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
571 525
572/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
574 */ 528 */
582 536
583/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
584 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
585 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
586 * onto it. 540 * onto it.
587 * 541 *
588 */ 542 */
589#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
590 ((type) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
591 545
592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
604 * slow down the game */ 558 * slow down the game */
605#define MAX_DARKNESS 5 /* maximum map darkness, there is no 559#define MAX_DARKNESS 5 /* maximum map darkness, there is no
606 * practical reason to exceed this */ 560 * practical reason to exceed this */
607#define LOS_MAX 4 /* max. los value for non-blocked spaces */ 561#define LOS_MAX 4 /* max. los value for non-blocked spaces */
608#define LOS_BLOCKED 100 /* fully blocked spaces */ 562#define LOS_BLOCKED 100 /* fully blocked spaces */
609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 563#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
610 MAX_LIGHT_RADII:(xyz)->glow_radius; 564 MAX_LIGHT_RADII : (xyz)->glow_radius;
611// player position in blocked_los code 565// player position in blocked_los code
612#define LOS_X0 (MAP_CLIENT_X / 2 - 1) 566#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
613#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) 567#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
614 568
615 569
620#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
621#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
622#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
623#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
624 578
625#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
626#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
627 581
628#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
629#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
630#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
631 585
655/* CIRCLE1 = 32 */ 609/* CIRCLE1 = 32 */
656/* + DISTATT = 1 */ 610/* + DISTATT = 1 */
657/* ------------------- */ 611/* ------------------- */
658/* attack_movement = 33 */ 612/* attack_movement = 33 */
659/******************************************************************************/ 613/******************************************************************************/
660#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 614#define DISTATT 1 /* move toward a player if far, but mantain some space, */
661 /* attack from a distance - good for missile users only */ 615 /* attack from a distance - good for missile users only */
662#define RUNATT 2 /* run but attack if player catches up to object */ 616#define RUNATT 2 /* run but attack if player catches up to object */
663#define HITRUN 3 /* run to then hit player then run away cyclicly */ 617#define HITRUN 3 /* run to then hit player then run away cyclicly */
664#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 618#define WAITATT 4 /* wait for player to approach then hit, move if hit */
665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 619#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
666#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 620#define ALLRUN 6 /* always run never attack good for sim. of weak player */
667#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 621#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
668#define WAIT2 8 /* monster does not try to move towards player if far */ 622#define WAIT2 8 /* monster does not try to move towards player if far */
669 /* maintains comfortable distance */ 623 /* maintains comfortable distance */
624
670#define PETMOVE 16 /* if the upper four bits of attack_movement */ 625#define PETMOVE 16 /* if the upper four bits of attack_movement */
671 /* are set to this number, the monster follows a player */ 626 /* are set to this number, the monster follows a player */
672 /* until the owner calls it back or off */ 627 /* until the owner calls it back or off */
673 /* player followed denoted by 0b->owner */ 628 /* player followed denoted by 0b->owner */
674 /* the monster will try to attack whatever the player is */ 629 /* the monster will try to attack whatever the player is */
675 /* attacking, and will continue to do so until the owner */ 630 /* attacking, and will continue to do so until the owner */
676 /* calls off the monster - a key command will be */ 631 /* calls off the monster - a key command will be */
677 /* inserted to do so */ 632 /* inserted to do so */
678#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 633#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
679 /* are set to this number, the monster will move in a */ 634 /* are set to this number, the monster will move in a */
680 /* circle until it is attacked, or the enemy field is */ 635 /* circle until it is attacked, or the enemy field is */
681 /* set, this is good for non-aggressive monsters and NPC */ 636 /* set, this is good for non-aggressive monsters and NPC */
682#define CIRCLE2 48 /* same as above but a larger circle is used */ 637#define CIRCLE2 48 /* same as above but a larger circle is used */
683#define PACEH 64 /* The Monster will pace back and forth until attacked */ 638#define PACEH 64 /* The Monster will pace back and forth until attacked */
684 /* this is HORIZONTAL movement */ 639 /* this is HORIZONTAL movement */
685#define PACEH2 80 /* the monster will pace as above but the length of the */ 640#define PACEH2 80 /* the monster will pace as above but the length of the */
686 /* pace area is longer and the monster stops before */ 641 /* pace area is longer and the monster stops before */
687 /* changing directions */ 642 /* changing directions */
688 /* this is HORIZONTAL movement */ 643 /* this is HORIZONTAL movement */
689#define RANDO 96 /* the monster will go in a random direction until */ 644#define RANDO 96 /* the monster will go in a random direction until */
690 /* it is stopped by an obstacle, then it chooses another */ 645 /* it is stopped by an obstacle, then it chooses another */
691 /* direction. */ 646 /* direction. */
692#define RANDO2 112 /* constantly move in a different random direction */ 647#define RANDO2 112 /* constantly move in a different random direction */
693#define PACEV 128 /* The Monster will pace back and forth until attacked */ 648#define PACEV 128 /* The Monster will pace back and forth until attacked */
694 /* this is VERTICAL movement */ 649 /* this is VERTICAL movement */
695#define PACEV2 144 /* the monster will pace as above but the length of the */ 650#define PACEV2 144 /* the monster will pace as above but the length of the */
696 /* pace area is longer and the monster stops before */ 651 /* pace area is longer and the monster stops before */
697 /* changing directions */ 652 /* changing directions */
698 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
699#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
700#define HI4 240 655#define HI4 240
701 656
702#define BLANK_FACE_NAME "blank.x11" 657#define BLANK_FACE_NAME "blank.x11"
703#define EMPTY_FACE_NAME "empty.x11" 658#define EMPTY_FACE_NAME "empty.x11"
659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
704 660
705/* 661/*
706 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
707 */ 663 */
708 664
711 667
712/* Flags for apply_special() */ 668/* Flags for apply_special() */
713enum apply_flag 669enum apply_flag
714{ 670{
715 /* Basic flags/mode, always use one of these */ 671 /* Basic flags/mode, always use one of these */
716 AP_TOGGLE = 0, 672 AP_TOGGLE = 0,
717 AP_APPLY = 1, 673 AP_APPLY = 0x01,
718 AP_UNAPPLY = 2, 674 AP_UNAPPLY = 0x02,
719 675 AP_MODE = 0x03,
720 AP_BASIC_FLAGS = 0x0f,
721 676
722 /* Optional flags, for bitwise or with a basic flag */ 677 /* Optional flags, for bitwise or with a basic flag */
723 AP_NO_MERGE = 0x10, 678 AP_NO_MERGE = 0x10,
724 AP_IGNORE_CURSE = 0x20, 679 AP_IGNORE_CURSE = 0x20,
725 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
726 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
727}; 682};
728 683
729/* Bitmask values for 'can_apply_object()' return values. 684/* Bitmask values for 'can_apply_object()' return values.
730 * the CAN_APPLY_ prefix is to just note what function the 685 * the CAN_APPLY_ prefix is to just note what function the
731 * are returned from. 686 * are returned from.
750 * this one can be applied. Think of rings - human is wearing two 705 * this one can be applied. Think of rings - human is wearing two
751 * rings and tries to apply one - there are two possible rings he 706 * rings and tries to apply one - there are two possible rings he
752 * could remove. 707 * could remove.
753 * 708 *
754 */ 709 */
755#define CAN_APPLY_NEVER 0x1 710#define CAN_APPLY_NEVER 0x01
756#define CAN_APPLY_RESTRICTION 0x2 711#define CAN_APPLY_RESTRICTION 0x02
757#define CAN_APPLY_NOT_MASK 0xf 712#define CAN_APPLY_NOT_MASK 0x0f
713
758#define CAN_APPLY_UNAPPLY 0x10 714#define CAN_APPLY_UNAPPLY 0x10
759#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
760#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
761 717
762// Cut off point of when an object is put on the active list or not 718// Cut off point of when an object is put on the active list or not
763// we use 2**-n because that can be represented exactly 719// we use 2**-n because that can be represented exactly
764// also make sure that this is a float, not double, constant 720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
765#define MIN_ACTIVE_SPEED (1.f / 65536.f) 723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
766 724
767#define RANDOM() (rndm.next () & 0xffffffU) 725/* have mercy on players and guarantee a somewhat higher speed */
726#define MIN_PLAYER_SPEED 0.04f
768 727
769/* 728/*
770 * Warning! 729 * Warning!
771 * If you add message types here, don't forget 730 * If you add message types here, don't forget
772 * to keep the client up to date too! 731 * to keep the client up to date too!
859#define MSG_TYPE_ADMIN_RULES 1 818#define MSG_TYPE_ADMIN_RULES 1
860#define MSG_TYPE_ADMIN_NEWS 2 819#define MSG_TYPE_ADMIN_NEWS 2
861 820
862/** 821/**
863 * Maximum distance a player may hear a sound from. 822 * Maximum distance a player may hear a sound from.
864 * This is only used for new client/server sound. If the sound source 823 * This is only used for client/server sound and say. If the sound source
865 * on the map is farther away than this, we don't sent it to the client. 824 * on the map is farther away than this, we don't sent it to the client.
866 */ 825 */
867#define MAX_SOUND_DISTANCE 16 826#define MAX_SOUND_DISTANCE 16
868 827
869#define LOG_CHANNEL "log" // the plain and ugly standard server log 828#define LOG_CHANNEL "log" // the plain and ugly standard server log
870#define INFO_CHANNEL "info" // lower_left box 829#define INFO_CHANNEL "info" // lower_left box
871#define SAY_CHANNEL "channel-say" 830#define SAY_CHANNEL "say"
872#define CHAT_CHANNEL "channel-chat" 831#define CHAT_CHANNEL "chat"
873#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 832#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
874 833
875/* The following are the color flags passed to new_draw_info. 834/* The following are the color flags passed to new_draw_info.
876 * 835 *
877 * We also set up some control flags 836 * We also set up some control flags

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines