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Comparing deliantra/server/include/define.h (file contents):
Revision 1.94 by root, Tue Dec 23 06:58:23 2008 UTC vs.
Revision 1.99 by root, Thu Jan 8 03:03:24 2009 UTC

288#define SYMPTOM 159 288#define SYMPTOM 159
289#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
290#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
291//162 291//162
292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293//164 293#define MAPSCRIPT 164 /* A perl-scripted connectable */
294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
296 296
297#define NUM_TYPES 166 // must be max(type) + 1 297#define NUM_TYPES 166 // must be max(type) + 1
298 298
343#define PU_NOTHING 0x00000000 343#define PU_NOTHING 0x00000000
344 344
345#define PU_DEBUG 0x10000000 345#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 346#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 347#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 348#define PU_ENABLE 0x80000000 // used to distinguish value density
349 349
350#define PU_RATIO 0x0000000F 350#define PU_RATIO 0x0000000F
351 351
352#define PU_FOOD 0x00000010 352#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 353#define PU_DRINK 0x00000020
393 393
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 395
396/* 396/*
397 * If any FLAG's are added or changed, make sure the flag_names structure in 397 * If any FLAG's are added or changed, make sure the flag_names structure in
398 * common/loader.l is updated. 398 * common/loader.C is updated.
399 */ 399 */
400 400
401/* Basic routines to do above */ 401/* Basic routines to do above */
402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
563#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
564#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
565 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
566#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
567#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
568#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
569 569
570#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
571 571
572/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
573 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
655/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
656/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
657/* ------------------- */ 657/* ------------------- */
658/* attack_movement = 33 */ 658/* attack_movement = 33 */
659/******************************************************************************/ 659/******************************************************************************/
660#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 660#define DISTATT 1 /* move toward a player if far, but mantain some space, */
661 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
662#define RUNATT 2 /* run but attack if player catches up to object */ 662#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 */ 663#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 */ 664#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 */ 665#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 */ 666#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 */ 667#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 */ 668#define WAIT2 8 /* monster does not try to move towards player if far */
669 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
670#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
671 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
672 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
673 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
674 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
675 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
676 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
677 /* inserted to do so */ 678 /* inserted to do so */
678#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 679#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 */ 680 /* are set to this number, the monster will move in a */
680 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
681 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
682#define CIRCLE2 48 /* same as above but a larger circle is used */ 683#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 */ 684#define PACEH 64 /* The Monster will pace back and forth until attacked */
684 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
685#define PACEH2 80 /* the monster will pace as above but the length of the */ 686#define PACEH2 80 /* the monster will pace as above but the length of the */
686 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
687 /* changing directions */ 688 /* changing directions */
688 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
689#define RANDO 96 /* the monster will go in a random direction until */ 690#define RANDO 96 /* the monster will go in a random direction until */
690 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
691 /* direction. */ 692 /* direction. */
692#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
693#define PACEV 128 /* The Monster will pace back and forth until attacked */ 694#define PACEV 128 /* The Monster will pace back and forth until attacked */
694 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
695#define PACEV2 144 /* the monster will pace as above but the length of the */ 696#define PACEV2 144 /* the monster will pace as above but the length of the */
696 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
697 /* changing directions */ 698 /* changing directions */
698 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
699#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 700#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
700#define HI4 240 701#define HI4 240
701 702
702#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
703#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
704 705
762// Cut off point of when an object is put on the active list or not 763// 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 764// we use 2**-n because that can be represented exactly
764// also make sure that this is a float, not double, constant 765// also make sure that this is a float, not double, constant
765#define MIN_ACTIVE_SPEED (1.f / 65536.f) 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
766 767
767#define RANDOM() (rndm.next () & 0xffffffU)
768
769/* 768/*
770 * Warning! 769 * Warning!
771 * If you add message types here, don't forget 770 * If you add message types here, don't forget
772 * to keep the client up to date too! 771 * to keep the client up to date too!
773 */ 772 */

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