1 |
/* |
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* static char *rcsid_define_h = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
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/* |
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CrossFire, A Multiplayer game for X-windows |
8 |
|
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Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* This file is best viewed with a window width of about 100 character */ |
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|
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/* This file is really too large. With all the .h files |
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* around, this file should be better split between them - things |
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* that deal with objects should be in objects.h, things dealing |
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* with players in player.h, etc. As it is, everything just seems |
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* to be dumped in here. |
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*/ |
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|
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#ifndef DEFINE_H |
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#define DEFINE_H |
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|
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/* |
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* Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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* Thus the prototypes made by cextract don't get included correctly. |
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*/ |
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#if !defined(__STDC__) |
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/* Removed # from start of following line. makedepend was picking it up. |
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* The following should still hopefully result in an error. |
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*/ |
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error - Your ANSI C compiler should be defining __STDC__; |
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#endif |
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|
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#ifndef WIN32 /* ---win32 exclude unix configuration part */ |
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#include <autoconf.h> |
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#endif |
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|
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#define FONTDIR "" |
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#define FONTNAME "" |
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|
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/* Decstations have trouble with fabs()... */ |
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#define FABS(x) ((x)<0?-(x):(x)) |
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|
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#ifdef __NetBSD__ |
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#include <sys/param.h> |
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#endif |
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#ifndef MIN |
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#define MIN(x,y) ((x)<(y)?(x):(y)) |
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#endif |
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#ifndef MAX |
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#define MAX(x,y) ((x)>(y)?(x):(y)) |
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#endif |
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|
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/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
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#ifndef NAME_MAX |
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#define NAME_MAX 255 |
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#endif |
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|
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/* MAX3 is basically like MAX, but instead does 3 values. */ |
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#ifndef MAX3 |
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#define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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#endif |
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|
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/* MIN3 is basically like MIN, but instead does 3 values. */ |
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#ifndef MIN3 |
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#define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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#endif |
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|
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#define MAX_STAT 30 /* The maximum legal value of any stat */ |
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#define MIN_STAT 1 /* The minimum legal value of any stat */ |
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|
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#define MAX_BUF 1024 /* Used for all kinds of things */ |
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#define VERY_BIG_BUF 2048 |
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#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
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#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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|
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#define FONTSIZE 3000 /* Max chars in font */ |
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|
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#define MAX_ANIMATIONS 256 |
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|
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#define MAX_NAME 48 |
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#define BIG_NAME 32 |
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#define MAX_EXT_TITLE 98 |
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|
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/* Fatal variables: */ |
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#define OUT_OF_MEMORY 0 |
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#define MAP_ERROR 1 |
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#define ARCHTABLE_TOO_SMALL 2 |
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#define TOO_MANY_ERRORS 3 |
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|
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/* TYPE DEFINES */ |
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/* Only add new values to this list if somewhere in the program code, |
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* it is actually needed. Just because you add a new monster does not |
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* mean it has to have a type defined here. That only needs to happen |
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* if in some .c file, it needs to do certain special actions based on |
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* the monster type, that can not be handled by any of the numerous |
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* flags |
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* Also, if you add new entries, try and fill up the holes in this list. |
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* Additionally, when you add a new entry, include it in the table in item.c |
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*/ |
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|
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/* type 0 will be undefined and shows a non valid type information */ |
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|
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#define PLAYER 1 |
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#define TRANSPORT 2 /* see doc/Developers/objects */ |
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#define ROD 3 |
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#define TREASURE 4 |
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#define POTION 5 |
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#define FOOD 6 |
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#define POISON 7 |
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#define BOOK 8 |
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#define CLOCK 9 |
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/*#define FBULLET 10 */ |
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/*#define FBALL 11 */ |
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#define LIGHTNING 12 |
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#define ARROW 13 |
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#define BOW 14 |
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#define WEAPON 15 |
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#define ARMOUR 16 |
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#define PEDESTAL 17 |
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#define ALTAR 18 |
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/*#define CONFUSION 19 */ |
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#define LOCKED_DOOR 20 |
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#define SPECIAL_KEY 21 |
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#define MAP 22 |
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#define DOOR 23 |
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#define KEY 24 |
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/*#define MMISSILE 25 */ |
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#define TIMED_GATE 26 |
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#define TRIGGER 27 |
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#define GRIMREAPER 28 |
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#define MAGIC_EAR 29 |
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#define TRIGGER_BUTTON 30 |
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#define TRIGGER_ALTAR 31 |
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#define TRIGGER_PEDESTAL 32 |
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#define SHIELD 33 |
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#define HELMET 34 |
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#define HORN 35 |
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#define MONEY 36 |
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#define CLASS 37 /* object for applying character class modifications to someone */ |
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#define GRAVESTONE 38 |
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#define AMULET 39 |
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#define PLAYERMOVER 40 |
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#define TELEPORTER 41 |
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#define CREATOR 42 |
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#define SKILL 43 /* also see SKILL_TOOL (74) below */ |
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#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
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/* experience for broad skill categories. This value */ |
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/* is now automatically converteed at load time. */ |
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#define EARTHWALL 45 |
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#define GOLEM 46 |
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/*#define BOMB 47 */ |
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#define THROWN_OBJ 48 |
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#define BLINDNESS 49 |
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#define GOD 50 |
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|
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#define DETECTOR 51 /* peterm: detector is an object */ |
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/* which notices the presense of */ |
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/* another object and is triggered */ |
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/* like buttons. */ |
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#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
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/* force into a player with a specified string WHEN TRIGGERED. */ |
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#define DEAD_OBJECT 53 |
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#define DRINK 54 |
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#define MARKER 55 /* inserts an invisible, weightless */ |
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/* force into a player with a specified string. */ |
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#define HOLY_ALTAR 56 |
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#define PLAYER_CHANGER 57 |
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#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
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|
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#define PEACEMAKER 59 /* Object owned by a player which can convert */ |
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/* a monster into a peaceful being incapable of attack. */ |
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#define GEM 60 |
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/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
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#define FIREWALL 62 |
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#define ANVIL 63 |
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#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
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#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
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* values of last_sp set how to change: |
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* 0 = furious, all monsters become aggressive |
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* 1 = angry, all but friendly become aggressive |
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* 2 = calm, all aggressive monsters calm down |
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* 3 = sleep, all monsters fall asleep |
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* 4 = charm, monsters become pets */ |
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#define EXIT 66 |
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#define ENCOUNTER 67 |
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#define SHOP_FLOOR 68 |
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#define SHOP_MAT 69 |
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#define RING 70 |
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#define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
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#define FLESH 72 /* animal 'body parts' -b.t. */ |
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#define INORGANIC 73 /* metals and minerals */ |
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#define SKILL_TOOL 74 /* Allows the use of a skill */ |
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#define LIGHTER 75 |
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|
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/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
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* types are not used in any archetypes, and should perhaps be removed. |
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*/ |
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#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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|
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#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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#define MISC_OBJECT 79 /* misc. objects are for objects without a function |
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in the engine. Like statues, clocks, chairs,... |
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If perhaps we create a function where we can sit |
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on chairs, we create a new type and remove all |
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chairs from here. */ |
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#define MONSTER 80 /* yes, thats a real, living creature */ |
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#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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#define LAMP 82 /* a lamp */ |
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#define DUPLICATOR 83 /* duplicator/multiplier object */ |
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#define TOOL 84 /* a tool for building objects */ |
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#define SPELLBOOK 85 |
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#define BUILDFAC 86 /* facilities for building objects */ |
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#define CLOAK 87 |
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/*#define CONE 88 */ |
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/*#define AURA 89 *//* aura spell object */ |
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|
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#define SPINNER 90 |
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#define GATE 91 |
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#define BUTTON 92 |
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#define CF_HANDLE 93 |
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#define HOLE 94 |
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#define TRAPDOOR 95 |
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/*#define WORD_OF_RECALL 96 */ |
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/*#define PARAIMAGE 97 */ |
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#define SIGN 98 |
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#define BOOTS 99 |
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#define GLOVES 100 |
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#define SPELL 101 |
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#define SPELL_EFFECT 102 |
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#define CONVERTER 103 |
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#define BRACERS 104 |
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#define POISONING 105 |
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#define SAVEBED 106 |
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#define POISONCLOUD 107 |
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#define FIREHOLES 108 |
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#define WAND 109 |
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/*#define ABILITY 110*/ |
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#define SCROLL 111 |
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#define DIRECTOR 112 |
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#define GIRDLE 113 |
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#define FORCE 114 |
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#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
263 |
#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
264 |
#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
265 |
#define CONTAINER 122 |
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#define ARMOUR_IMPROVER 123 |
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#define WEAPON_IMPROVER 124 |
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|
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/* unused: 125 - 129 |
270 |
* type 125 was MONEY_CHANGER |
271 |
*/ |
272 |
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ |
273 |
#define DEEP_SWAMP 138 |
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#define IDENTIFY_ALTAR 139 |
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/*#define CANCELLATION 141*/ /* not used with new spell code */ |
276 |
#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
277 |
/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
278 |
/*#define SWARM_SPELL 153*/ |
279 |
#define RUNE 154 |
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#define TRAP 155 |
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|
282 |
#define POWER_CRYSTAL 156 |
283 |
#define CORPSE 157 |
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|
285 |
#define DISEASE 158 |
286 |
#define SYMPTOM 159 |
287 |
|
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#define BUILDER 160 /* Generic item builder, see subtypes */ |
289 |
#define MATERIAL 161 /* Material for building */ |
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/* #define GPS 162 Ground positionning system, moved to Python plugin */ |
291 |
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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#define QUEST 164 /* See below for subtypes */ |
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/* END TYPE DEFINE */ |
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|
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/* Subtypes for BUILDER */ |
296 |
#define ST_BD_BUILD 1 /* Builds an item */ |
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#define ST_BD_REMOVE 2 /* Removes an item */ |
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|
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/* Subtypes for MATERIAL */ |
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#define ST_MAT_FLOOR 1 /* Floor */ |
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#define ST_MAT_WALL 2 /* Wall */ |
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#define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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|
304 |
/* Subtypes for QUEST */ |
305 |
#define QUEST_IN_PROGRESS 1 |
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#define QUEST_DONE_QUEST 2 |
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#define QUEST_DONE_TASK 3 |
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#define QUEST_START_QUEST 4 |
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#define QUEST_END_QUEST 5 |
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#define QUEST_START_TASK 6 |
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#define QUEST_END_TASK 7 |
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#define QUEST_OVERRIDE 8 |
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#define QUEST_ON_ACTIVATE 9 |
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|
315 |
/* definitions for weapontypes */ |
316 |
|
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#define WEAP_HIT 0 /* the basic */ |
318 |
#define WEAP_SLASH 1 /* slash */ |
319 |
#define WEAP_PIERCE 2 /* arrows, stiletto */ |
320 |
#define WEAP_CLEAVE 3 /* axe */ |
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#define WEAP_SLICE 4 /* katana */ |
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#define WEAP_STAB 5 /* knife, dagger */ |
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#define WEAP_WHIP 6 /* whips n chains */ |
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#define WEAP_CRUSH 7 /* big hammers, flails */ |
325 |
#define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
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|
327 |
typedef struct typedata { |
328 |
int number; |
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const char *name; |
330 |
const char *name_pl; |
331 |
int identifyskill; |
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int identifyskill2; |
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} typedata; |
334 |
|
335 |
extern const int ItemTypesSize; |
336 |
extern typedata ItemTypes[]; |
337 |
|
338 |
/* definitions for detailed pickup descriptions. |
339 |
* The objective is to define intelligent groups of items that the |
340 |
* user can pick up or leave as he likes. */ |
341 |
|
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/* high bit as flag for new pickup options */ |
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#define PU_NOTHING 0x00000000 |
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|
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#define PU_DEBUG 0x10000000 |
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#define PU_INHIBIT 0x20000000 |
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#define PU_STOP 0x40000000 |
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#define PU_NEWMODE 0x80000000 |
349 |
|
350 |
#define PU_RATIO 0x0000000F |
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|
352 |
#define PU_FOOD 0x00000010 |
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#define PU_DRINK 0x00000020 |
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#define PU_VALUABLES 0x00000040 |
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#define PU_BOW 0x00000080 |
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|
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#define PU_ARROW 0x00000100 |
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#define PU_HELMET 0x00000200 |
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#define PU_SHIELD 0x00000400 |
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#define PU_ARMOUR 0x00000800 |
361 |
|
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#define PU_BOOTS 0x00001000 |
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#define PU_GLOVES 0x00002000 |
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#define PU_CLOAK 0x00004000 |
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#define PU_KEY 0x00008000 |
366 |
|
367 |
#define PU_MISSILEWEAPON 0x00010000 |
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#define PU_ALLWEAPON 0x00020000 |
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#define PU_MAGICAL 0x00040000 |
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#define PU_POTION 0x00080000 |
371 |
|
372 |
#define PU_SPELLBOOK 0x00100000 |
373 |
#define PU_SKILLSCROLL 0x00200000 |
374 |
#define PU_READABLES 0x00400000 |
375 |
#define PU_MAGIC_DEVICE 0x00800000 |
376 |
|
377 |
#define PU_NOT_CURSED 0x01000000 |
378 |
#define PU_JEWELS 0x02000000 |
379 |
|
380 |
|
381 |
/* Instead of using arbitrary constants for indexing the |
382 |
* freearr, add these values. <= SIZEOFFREE1 will get you |
383 |
* within 1 space. <= SIZEOFFREE2 wll get you withing |
384 |
* 2 spaces, and the entire array (< SIZEOFFREE) is |
385 |
* three spaces |
386 |
*/ |
387 |
#define SIZEOFFREE1 8 |
388 |
#define SIZEOFFREE2 24 |
389 |
#define SIZEOFFREE 49 |
390 |
|
391 |
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
392 |
|
393 |
/* Flag structure now changed. |
394 |
* Each flag is now a bit offset, starting at zero. The macros |
395 |
* will update/read the appropriate flag element in the object |
396 |
* structure. |
397 |
* |
398 |
* Hopefully, since these offsets are integer constants set at run time, |
399 |
* the compiler will reduce the macros something as simple as the |
400 |
* old system was. |
401 |
* |
402 |
* Flags now have FLAG as the prefix. This to be clearer, and also |
403 |
* to make sure F_ names are not still being used anyplace. |
404 |
* |
405 |
* The macros below assume that the flag size for each element is 32 |
406 |
* bits. IF it is smaller, bad things will happen. See structs.h |
407 |
* for more info. |
408 |
* |
409 |
* All functions should use the macros below. In process of converting |
410 |
* to the new system, I find several files that did not use the previous |
411 |
* macros. |
412 |
* |
413 |
* If any FLAG's are or changed, make sure the flag_names structure in |
414 |
* common/loader.l is updated. |
415 |
* |
416 |
* flags[0] is 0 to 31 |
417 |
* flags[1] is 32 to 63 |
418 |
* flags[2] is 64 to 95 |
419 |
* flags[3] is 96 to 127 |
420 |
*/ |
421 |
/* Basic routines to do above */ |
422 |
#define SET_FLAG(xyz, p) \ |
423 |
((xyz)->flags[p/32] |= (1U << (p % 32))) |
424 |
#define CLEAR_FLAG(xyz, p) \ |
425 |
((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
426 |
#define QUERY_FLAG(xyz, p) \ |
427 |
((xyz)->flags[p/32] & (1U << (p % 32))) |
428 |
#define COMPARE_FLAGS(p,q) \ |
429 |
( \ |
430 |
((p)->flags[0] == (q)->flags[0]) && \ |
431 |
((p)->flags[1] == (q)->flags[1]) && \ |
432 |
((p)->flags[2] == (q)->flags[2]) && \ |
433 |
((p)->flags[3] == (q)->flags[3]) \ |
434 |
) |
435 |
/* convenience macros to determine what kind of things we are dealing with */ |
436 |
|
437 |
#define IS_WEAPON(op) \ |
438 |
(op->type == ARROW || op->type == BOW || op->type == WEAPON) |
439 |
|
440 |
#define IS_ARMOR(op) \ |
441 |
(op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
442 |
op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
443 |
op->type == BRACERS || op->type == GIRDLE) |
444 |
|
445 |
#define IS_LIVE(op) \ |
446 |
((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
447 |
(QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
448 |
!op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
449 |
|
450 |
#define IS_ARROW(op) \ |
451 |
(op->type==ARROW || \ |
452 |
(op->type==SPELL_EFFECT && \ |
453 |
(op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
454 |
|
455 |
/* This return TRUE if object has still randomitems which |
456 |
* could be expanded. |
457 |
*/ |
458 |
#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
459 |
|
460 |
/* the flags */ |
461 |
|
462 |
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
463 |
#define FLAG_WIZ 1 /* Object has special privilegies */ |
464 |
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
465 |
#define FLAG_FREED 3 /* Object is in the list of free objects */ |
466 |
#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
467 |
#define FLAG_APPLIED 5 /* Object is ready for use by living */ |
468 |
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
469 |
#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
470 |
|
471 |
#define FLAG_NO_PICK 8 /* Object can't be picked up */ |
472 |
/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
473 |
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
474 |
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
475 |
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
476 |
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
477 |
#define FLAG_MONSTER 14 /* Will attack players */ |
478 |
#define FLAG_FRIENDLY 15 /* Will help players */ |
479 |
|
480 |
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
481 |
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
482 |
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
483 |
#define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
484 |
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
485 |
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
486 |
#define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
487 |
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
488 |
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
489 |
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
490 |
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
491 |
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
492 |
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ |
493 |
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
494 |
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
495 |
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ |
496 |
|
497 |
/* Start of values in flags[1] */ |
498 |
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
499 |
#define FLAG_HITBACK 33 /* Object will hit back when hit */ |
500 |
#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
501 |
#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
502 |
#define FLAG_UNDEAD 36 /* Monster is undead */ |
503 |
#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ |
504 |
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
505 |
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
506 |
|
507 |
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
508 |
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
509 |
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
510 |
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
511 |
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
512 |
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
513 |
but can still attack at a distance */ |
514 |
/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ |
515 |
thru this object as if it wasn't there */ |
516 |
/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ |
517 |
|
518 |
#define FLAG_PICK_UP 48 /* Can pick up */ |
519 |
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
520 |
#define FLAG_NO_DROP 50 /* Object can't be dropped */ |
521 |
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
522 |
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
523 |
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
524 |
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
525 |
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
526 |
|
527 |
#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
528 |
#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
529 |
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
530 |
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
531 |
#define FLAG_READY_BOW 60 /* not implemented yet */ |
532 |
#define FLAG_XRAYS 61 /* X-ray vision */ |
533 |
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
534 |
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
535 |
|
536 |
/* Start of values in flags[2] */ |
537 |
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
538 |
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
539 |
#define FLAG_SLEEP 66 /* NPC is sleeping */ |
540 |
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
541 |
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
542 |
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
543 |
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
544 |
#define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
545 |
|
546 |
#define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
547 |
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
548 |
#define FLAG_CURSED 74 /* The object is cursed */ |
549 |
#define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
550 |
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
551 |
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
552 |
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
553 |
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
554 |
|
555 |
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
556 |
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
557 |
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
558 |
/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
559 |
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
560 |
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
561 |
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
562 |
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
563 |
|
564 |
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
565 |
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
566 |
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
567 |
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
568 |
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
569 |
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
570 |
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
571 |
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
572 |
|
573 |
/* Start of values in flags[3] */ |
574 |
#define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
575 |
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
576 |
* away (replaces ghosthit) |
577 |
*/ |
578 |
#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
579 |
* detect cases were the server is trying |
580 |
* to send an upditem when we have not |
581 |
* actually sent the item. |
582 |
*/ |
583 |
|
584 |
#define FLAG_BERSERK 99 /* monster will attack closest living |
585 |
object */ |
586 |
#define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
587 |
#define FLAG_NO_ATTACK 101 /* monster don't attack */ |
588 |
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
589 |
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
590 |
* load_original_map() */ |
591 |
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
592 |
* the overlay, and is not subject to |
593 |
* decay. */ |
594 |
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
595 |
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
596 |
#define FLAG_IS_WATER 107 |
597 |
#define FLAG_CONTENT_ON_GEN 108 |
598 |
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ |
599 |
#define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
600 |
#define FLAG_AFK 111 /* Player is AFK */ |
601 |
#define NUM_FLAGS 111 /* Should always be equal to the last |
602 |
* defined flag. If you change this, |
603 |
* make sure you update the flag_links |
604 |
* in common/loader.l |
605 |
*/ |
606 |
|
607 |
/* Values can go up to 127 before the size of the flags array in the |
608 |
* object structure needs to be enlarged. |
609 |
* So there are 18 available flags slots |
610 |
*/ |
611 |
|
612 |
|
613 |
#define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
614 |
|
615 |
#if 0 |
616 |
/* These should no longer be needed - access move_slow_penalty |
617 |
* directly. |
618 |
*/ |
619 |
#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
620 |
#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
621 |
#endif |
622 |
|
623 |
/* If you add new movement types, you may need to update |
624 |
* describe_item() so properly describe those types. |
625 |
* change_abil() probably should be updated also. |
626 |
*/ |
627 |
#define MOVE_WALK 0x1 /* Object walks */ |
628 |
#define MOVE_FLY_LOW 0x2 /* Low flying object */ |
629 |
#define MOVE_FLY_HIGH 0x4 /* High flying object */ |
630 |
#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
631 |
#define MOVE_SWIM 0x8 /* Swimming object */ |
632 |
#define MOVE_BOAT 0x10 /* Boats/sailing */ |
633 |
#define MOVE_ALL 0x1f /* Mask of all movement types */ |
634 |
|
635 |
/* the normal assumption is that objects are walking/flying. |
636 |
* So often we don't want to block movement, but still don't want |
637 |
* to allow all types (swimming is rather specialized) - I also |
638 |
* expect as more movement types show up, this is likely to get |
639 |
* updated. Basically, this is the default for spaces that allow |
640 |
* movement - anything but swimming right now. If you really |
641 |
* want nothing at all, then can always set move_block to 0 |
642 |
*/ |
643 |
#define MOVE_BLOCK_DEFAULT MOVE_SWIM |
644 |
|
645 |
/* typdef here to define type large enough to hold bitmask of |
646 |
* all movement types. Make one declaration so easy to update. |
647 |
* uint8 is defined yet, so just use what that would define it |
648 |
* at anyways. |
649 |
*/ |
650 |
typedef unsigned char MoveType; |
651 |
|
652 |
/* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
653 |
* Basically, ob2 has to block all of ob1 movement types. |
654 |
*/ |
655 |
#define OB_MOVE_BLOCK(ob1, ob2) \ |
656 |
((ob1->move_type & ob2->move_block) == ob1->move_type) |
657 |
|
658 |
/* Basic macro to see if if ob1 can not move onto a space based |
659 |
* on the 'type' move_block parameter |
660 |
* Add check - if type is 0, don't stop anything from moving |
661 |
* onto it. |
662 |
* |
663 |
*/ |
664 |
#define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
665 |
( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
666 |
|
667 |
|
668 |
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
669 |
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
670 |
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
671 |
|
672 |
/* Note: These values are only a default value, resizing can change them */ |
673 |
#define INV_SIZE 12 /* How many items can be viewed in inventory */ |
674 |
#define LOOK_SIZE 6 /* ditto, but for the look-window */ |
675 |
#define MAX_INV_SIZE 40 /* For initializing arrays */ |
676 |
#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
677 |
|
678 |
#define EDITABLE(xyz) ((xyz)->arch->editable) |
679 |
|
680 |
#define E_MONSTER 0x00000001 |
681 |
#define E_EXIT 0x00000002 |
682 |
#define E_TREASURE 0x00000004 |
683 |
#define E_BACKGROUND 0x00000008 |
684 |
#define E_DOOR 0x00000010 |
685 |
#define E_SPECIAL 0x00000020 |
686 |
#define E_SHOP 0x00000040 |
687 |
#define E_NORMAL 0x00000080 |
688 |
#define E_FALSE_WALL 0x00000100 |
689 |
#define E_WALL 0x00000200 |
690 |
#define E_EQUIPMENT 0x00000400 |
691 |
#define E_OTHER 0x00000800 |
692 |
#define E_ARTIFACT 0x00001000 |
693 |
|
694 |
#define EXIT_PATH(xyz) (xyz)->slaying |
695 |
#define EXIT_LEVEL(xyz) (xyz)->stats.food |
696 |
#define EXIT_X(xyz) (xyz)->stats.hp |
697 |
#define EXIT_Y(xyz) (xyz)->stats.sp |
698 |
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
699 |
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
700 |
|
701 |
/* for use by the lighting code */ |
702 |
#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
703 |
* large values allow objects that can |
704 |
* slow down the game */ |
705 |
#define MAX_DARKNESS 5 /* maximum map darkness, there is no |
706 |
* practical reason to exceed this */ |
707 |
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
708 |
MAX_LIGHT_RADII:(xyz)->glow_radius; |
709 |
|
710 |
#define F_BUY 0 |
711 |
#define F_SELL 1 |
712 |
#define F_TRUE 2 /* True value of item, unadjusted */ |
713 |
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
714 |
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
715 |
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
716 |
#define F_APPROX 32 /* flag to give a guess of item value */ |
717 |
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
718 |
|
719 |
#define DIRX(xyz) freearr_x[(xyz)->direction] |
720 |
#define DIRY(xyz) freearr_y[(xyz)->direction] |
721 |
|
722 |
#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
723 |
#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
724 |
|
725 |
#define ARMOUR_SPEED(xyz) (xyz)->last_sp |
726 |
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
727 |
#define WEAPON_SPEED(xyz) (xyz)->last_sp |
728 |
|
729 |
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
730 |
each of them signed char, concatenated in a int16 */ |
731 |
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
732 |
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
733 |
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
734 |
#define FIRE_DIRECTIONAL 0 |
735 |
#define FIRE_POSITIONAL 1 |
736 |
|
737 |
/******************************************************************************/ |
738 |
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
739 |
/******************************************************************************/ |
740 |
/* if your monsters start acting wierd, mail me */ |
741 |
/******************************************************************************/ |
742 |
/* the following definitions are for the attack_movement variable in monsters */ |
743 |
/* if the attack_variable movement is left out of the monster archetype, or is*/ |
744 |
/* set to zero */ |
745 |
/* the standard mode of movement from previous versions of crossfire will be */ |
746 |
/* used. the upper four bits of movement data are not in effect when the monst*/ |
747 |
/* er has an enemy. these should only be used for non agressive monsters. */ |
748 |
/* to program a monsters movement add the attack movement numbers to the movem*/ |
749 |
/* ment numbers example a monster that moves in a circle until attacked and */ |
750 |
/* then attacks from a distance: */ |
751 |
/* CIRCLE1 = 32 */ |
752 |
/* + DISTATT = 1 */ |
753 |
/* ------------------- */ |
754 |
/* attack_movement = 33 */ |
755 |
/******************************************************************************/ |
756 |
#define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
757 |
/* attack from a distance - good for missile users only */ |
758 |
#define RUNATT 2 /* run but attack if player catches up to object */ |
759 |
#define HITRUN 3 /* run to then hit player then run away cyclicly */ |
760 |
#define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
761 |
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
762 |
#define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
763 |
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
764 |
#define WAIT2 8 /* monster does not try to move towards player if far */ |
765 |
/* maintains comfortable distance */ |
766 |
#define PETMOVE 16 /* if the upper four bits of attack_movement */ |
767 |
/* are set to this number, the monster follows a player */ |
768 |
/* until the owner calls it back or off */ |
769 |
/* player followed denoted by 0b->owner */ |
770 |
/* the monster will try to attack whatever the player is */ |
771 |
/* attacking, and will continue to do so until the owner */ |
772 |
/* calls off the monster - a key command will be */ |
773 |
/* inserted to do so */ |
774 |
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
775 |
/* are set to this number, the monster will move in a */ |
776 |
/* circle until it is attacked, or the enemy field is */ |
777 |
/* set, this is good for non-aggressive monsters and NPC */ |
778 |
#define CIRCLE2 48 /* same as above but a larger circle is used */ |
779 |
#define PACEH 64 /* The Monster will pace back and forth until attacked */ |
780 |
/* this is HORIZONTAL movement */ |
781 |
#define PACEH2 80 /* the monster will pace as above but the length of the */ |
782 |
/* pace area is longer and the monster stops before */ |
783 |
/* changing directions */ |
784 |
/* this is HORIZONTAL movement */ |
785 |
#define RANDO 96 /* the monster will go in a random direction until */ |
786 |
/* it is stopped by an obstacle, then it chooses another */ |
787 |
/* direction. */ |
788 |
#define RANDO2 112 /* constantly move in a different random direction */ |
789 |
#define PACEV 128 /* The Monster will pace back and forth until attacked */ |
790 |
/* this is VERTICAL movement */ |
791 |
#define PACEV2 144 /* the monster will pace as above but the length of the */ |
792 |
/* pace area is longer and the monster stops before */ |
793 |
/* changing directions */ |
794 |
/* this is VERTICAL movement */ |
795 |
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
796 |
#define HI4 240 |
797 |
|
798 |
/* |
799 |
* Use of the state-variable in player objects: |
800 |
*/ |
801 |
|
802 |
#define ST_PLAYING 0 |
803 |
#define ST_PLAY_AGAIN 1 |
804 |
#define ST_ROLL_STAT 2 |
805 |
#define ST_CHANGE_CLASS 3 |
806 |
#define ST_CONFIRM_QUIT 4 |
807 |
#define ST_CONFIGURE 5 |
808 |
#define ST_GET_NAME 6 |
809 |
#define ST_GET_PASSWORD 7 |
810 |
#define ST_CONFIRM_PASSWORD 8 |
811 |
#define ST_GET_PARTY_PASSWORD 10 |
812 |
|
813 |
#define BLANK_FACE_NAME "blank.111" |
814 |
#define EMPTY_FACE_NAME "empty.111" |
815 |
#define DARK_FACE1_NAME "dark1.111" |
816 |
#define DARK_FACE2_NAME "dark2.111" |
817 |
#define DARK_FACE3_NAME "dark3.111" |
818 |
#define SMOOTH_FACE_NAME "default_smoothed.111" |
819 |
|
820 |
/* |
821 |
* Defines for the luck/random functions to make things more readable |
822 |
*/ |
823 |
|
824 |
#define PREFER_HIGH 1 |
825 |
#define PREFER_LOW 0 |
826 |
|
827 |
/* Simple function we use below to keep adding to the same string |
828 |
* but also make sure we don't overwrite that string. |
829 |
*/ |
830 |
static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) |
831 |
{ |
832 |
if (*curlen == (maxlen-1)) return; |
833 |
strncpy(dest+*curlen, orig, maxlen-*curlen-1); |
834 |
dest[maxlen-1]=0; |
835 |
*curlen += strlen(orig); |
836 |
if (*curlen>(maxlen-1)) *curlen=maxlen-1; |
837 |
} |
838 |
|
839 |
|
840 |
/* The SAFE versions of these call the safe_strcat function above. |
841 |
* Ideally, all functions should use the SAFE functions, but they |
842 |
* require some extra support in the calling function to remain as |
843 |
* efficient. |
844 |
*/ |
845 |
#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
846 |
if(variable) { \ |
847 |
int i,j=0; \ |
848 |
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
849 |
for(i=0; i<NROFATTACKS; i++) \ |
850 |
if(variable & (1<<i)) { \ |
851 |
if (j) \ |
852 |
safe_strcat(retbuf,", ", len, maxlen); \ |
853 |
else \ |
854 |
j = 1; \ |
855 |
safe_strcat(retbuf, attacks[i], len, maxlen); \ |
856 |
} \ |
857 |
safe_strcat(retbuf,")",len,maxlen); \ |
858 |
} |
859 |
|
860 |
|
861 |
/* separated this from the common/item.c file. b.t. Dec 1995 */ |
862 |
|
863 |
#define DESCRIBE_ABILITY(retbuf, variable, name) \ |
864 |
if(variable) { \ |
865 |
int i,j=0; \ |
866 |
strcat(retbuf,"(" name ": "); \ |
867 |
for(i=0; i<NROFATTACKS; i++) \ |
868 |
if(variable & (1<<i)) { \ |
869 |
if (j) \ |
870 |
strcat(retbuf,", "); \ |
871 |
else \ |
872 |
j = 1; \ |
873 |
strcat(retbuf, attacks[i]); \ |
874 |
} \ |
875 |
strcat(retbuf,")"); \ |
876 |
} |
877 |
|
878 |
|
879 |
#define DESCRIBE_PATH(retbuf, variable, name) \ |
880 |
if(variable) { \ |
881 |
int i,j=0; \ |
882 |
strcat(retbuf,"(" name ": "); \ |
883 |
for(i=0; i<NRSPELLPATHS; i++) \ |
884 |
if(variable & (1<<i)) { \ |
885 |
if (j) \ |
886 |
strcat(retbuf,", "); \ |
887 |
else \ |
888 |
j = 1; \ |
889 |
strcat(retbuf, spellpathnames[i]); \ |
890 |
} \ |
891 |
strcat(retbuf,")"); \ |
892 |
} |
893 |
|
894 |
|
895 |
#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
896 |
if(variable) { \ |
897 |
int i,j=0; \ |
898 |
safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
899 |
for(i=0; i<NRSPELLPATHS; i++) \ |
900 |
if(variable & (1<<i)) { \ |
901 |
if (j) \ |
902 |
safe_strcat(retbuf,", ", len, maxlen); \ |
903 |
else \ |
904 |
j = 1; \ |
905 |
safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
906 |
} \ |
907 |
safe_strcat(retbuf,")", len, maxlen); \ |
908 |
} |
909 |
|
910 |
/* Flags for apply_special() */ |
911 |
enum apply_flag { |
912 |
/* Basic flags, always use one of these */ |
913 |
AP_NULL = 0, |
914 |
AP_APPLY = 1, |
915 |
AP_UNAPPLY = 2, |
916 |
|
917 |
AP_BASIC_FLAGS = 15, |
918 |
|
919 |
/* Optional flags, for bitwise or with a basic flag */ |
920 |
AP_NO_MERGE = 16, |
921 |
AP_IGNORE_CURSE = 32, |
922 |
AP_PRINT = 64 /* Print what to do, don't actually do it */ |
923 |
/* Note this is supported in all the functions */ |
924 |
|
925 |
}; |
926 |
|
927 |
/* Bitmask values for 'can_apply_object()' return values. |
928 |
* the CAN_APPLY_ prefix is to just note what function the |
929 |
* are returned from. |
930 |
* |
931 |
* CAN_APPLY_NEVER: who will never be able to use this - requires a body |
932 |
* location who doesn't have. |
933 |
* CAN_APPLY_RESTRICTION: There is some restriction from using this item - |
934 |
* this basically means one of the FLAGS are set saying you can't |
935 |
* use this. |
936 |
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see |
937 |
* if this object can do anything to use this object. If the value |
938 |
* returned from can_apply_object() anded with the mask is non zero, |
939 |
* then it is out of the control of this creature to use the item. |
940 |
* otherwise it means that by unequipping stuff, they could apply the object |
941 |
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying |
942 |
* this. |
943 |
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be |
944 |
* unapplied before this can be applied. Think of switching to |
945 |
* a bow but you have a sword & shield - both the sword and |
946 |
* shield need to be uneqipped before you can do the bow. |
947 |
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before |
948 |
* this one can be applied. Think of rings - human is wearing two |
949 |
* rings and tries to apply one - there are two possible rings he |
950 |
* could remove. |
951 |
* |
952 |
*/ |
953 |
#define CAN_APPLY_NEVER 0x1 |
954 |
#define CAN_APPLY_RESTRICTION 0x2 |
955 |
#define CAN_APPLY_NOT_MASK 0xf |
956 |
#define CAN_APPLY_UNAPPLY 0x10 |
957 |
#define CAN_APPLY_UNAPPLY_MULT 0x20 |
958 |
#define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
959 |
|
960 |
/* Cut off point of when an object is put on the active list or not */ |
961 |
#define MIN_ACTIVE_SPEED 0.00001 |
962 |
|
963 |
/* |
964 |
* random() is much better than rand(). If you have random(), use it instead. |
965 |
* You shouldn't need to change any of this |
966 |
* |
967 |
* 0.93.3: It looks like linux has random (previously, it was set below |
968 |
* to use rand). Perhaps old version of linux lack rand? IF you run into |
969 |
* problems, add || defined(__linux__) the #if immediately below. |
970 |
* |
971 |
* 0.94.2 - you probably shouldn't need to change any of the rand stuff |
972 |
* here. |
973 |
*/ |
974 |
|
975 |
#ifdef HAVE_SRANDOM |
976 |
#define RANDOM() random() |
977 |
#define SRANDOM(xyz) srandom(xyz) |
978 |
#else |
979 |
# ifdef HAVE_SRAND48 |
980 |
# define RANDOM() lrand48() |
981 |
# define SRANDOM(xyz) srand48(xyz) |
982 |
# else |
983 |
# ifdef HAVE_SRAND |
984 |
# define RANDOM() rand() |
985 |
# define SRANDOM(xyz) srand(xyz) |
986 |
# else |
987 |
# error "Could not find a usable random routine" |
988 |
# endif |
989 |
# endif |
990 |
#endif |
991 |
|
992 |
/* Returns the weight of the given object. Note: it does not take the number of |
993 |
* items (nrof) into account. |
994 |
*/ |
995 |
#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
996 |
|
997 |
|
998 |
/* Code fastening defines |
999 |
* FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
1000 |
* buf__ and increment buf__ position so it will point to the end of buf__. |
1001 |
* the '\0' caracter will not be put at end of buf__. |
1002 |
* use preparefastcat and finishfastcat on buf__ to prepare |
1003 |
* and clean up the string. (Lots faster than doing each time...) |
1004 |
* If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
1005 |
* keep in mind FAST_STRNCAT is faster since length of second argument is |
1006 |
* kown in advance. |
1007 |
*/ |
1008 |
|
1009 |
#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1010 |
#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1011 |
#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1012 |
#define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1013 |
|
1014 |
/* You may uncomment following define to check sanity of code. |
1015 |
* But use as debug only (loses all speed gained by those macros) |
1016 |
*/ |
1017 |
/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
1018 |
if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
1019 |
|
1020 |
|
1021 |
|
1022 |
|
1023 |
|
1024 |
|
1025 |
|
1026 |
/* |
1027 |
* Warning! |
1028 |
* If you add message types here, don't forget |
1029 |
* to keep the client up to date too! |
1030 |
*/ |
1031 |
|
1032 |
|
1033 |
/* message types */ |
1034 |
#define MSG_TYPE_BOOK 1 |
1035 |
#define MSG_TYPE_CARD 2 |
1036 |
#define MSG_TYPE_PAPER 3 |
1037 |
#define MSG_TYPE_SIGN 4 |
1038 |
#define MSG_TYPE_MONUMENT 5 |
1039 |
#define MSG_TYPE_SCRIPTED_DIALOG 6 |
1040 |
#define MSG_TYPE_MOTD 7 |
1041 |
#define MSG_TYPE_ADMIN 8 |
1042 |
#define MSG_TYPE_LAST 9 |
1043 |
|
1044 |
#define MSG_SUBTYPE_NONE 0 |
1045 |
|
1046 |
/* book messages subtypes */ |
1047 |
#define MSG_TYPE_BOOK_CLASP_1 1 |
1048 |
#define MSG_TYPE_BOOK_CLASP_2 2 |
1049 |
#define MSG_TYPE_BOOK_ELEGANT_1 3 |
1050 |
#define MSG_TYPE_BOOK_ELEGANT_2 4 |
1051 |
#define MSG_TYPE_BOOK_QUARTO_1 5 |
1052 |
#define MSG_TYPE_BOOK_QUARTO_2 6 |
1053 |
#define MSG_TYPE_BOOK_SPELL_EVOKER 7 |
1054 |
#define MSG_TYPE_BOOK_SPELL_PRAYER 8 |
1055 |
#define MSG_TYPE_BOOK_SPELL_PYRO 9 |
1056 |
#define MSG_TYPE_BOOK_SPELL_SORCERER 10 |
1057 |
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11 |
1058 |
|
1059 |
/* card messages subtypes*/ |
1060 |
#define MSG_TYPE_CARD_SIMPLE_1 1 |
1061 |
#define MSG_TYPE_CARD_SIMPLE_2 2 |
1062 |
#define MSG_TYPE_CARD_SIMPLE_3 3 |
1063 |
#define MSG_TYPE_CARD_ELEGANT_1 4 |
1064 |
#define MSG_TYPE_CARD_ELEGANT_2 5 |
1065 |
#define MSG_TYPE_CARD_ELEGANT_3 6 |
1066 |
#define MSG_TYPE_CARD_STRANGE_1 7 |
1067 |
#define MSG_TYPE_CARD_STRANGE_2 8 |
1068 |
#define MSG_TYPE_CARD_STRANGE_3 9 |
1069 |
#define MSG_TYPE_CARD_MONEY_1 10 |
1070 |
#define MSG_TYPE_CARD_MONEY_2 11 |
1071 |
#define MSG_TYPE_CARD_MONEY_3 12 |
1072 |
|
1073 |
/* Paper messages subtypes */ |
1074 |
#define MSG_TYPE_PAPER_NOTE_1 1 |
1075 |
#define MSG_TYPE_PAPER_NOTE_2 2 |
1076 |
#define MSG_TYPE_PAPER_NOTE_3 3 |
1077 |
#define MSG_TYPE_PAPER_LETTER_OLD_1 4 |
1078 |
#define MSG_TYPE_PAPER_LETTER_OLD_2 5 |
1079 |
#define MSG_TYPE_PAPER_LETTER_NEW_1 6 |
1080 |
#define MSG_TYPE_PAPER_LETTER_NEW_2 7 |
1081 |
#define MSG_TYPE_PAPER_ENVELOPE_1 8 |
1082 |
#define MSG_TYPE_PAPER_ENVELOPE_2 9 |
1083 |
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10 |
1084 |
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11 |
1085 |
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12 |
1086 |
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13 |
1087 |
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14 |
1088 |
|
1089 |
/* road signs messages subtypes */ |
1090 |
#define MSG_TYPE_SIGN_BASIC 1 |
1091 |
#define MSG_TYPE_SIGN_DIR_LEFT 2 |
1092 |
#define MSG_TYPE_SIGN_DIR_RIGHT 3 |
1093 |
#define MSG_TYPE_SIGN_DIR_BOTH 4 |
1094 |
|
1095 |
/* stones and monument messages */ |
1096 |
#define MSG_TYPE_MONUMENT_STONE_1 1 |
1097 |
#define MSG_TYPE_MONUMENT_STONE_2 2 |
1098 |
#define MSG_TYPE_MONUMENT_STONE_3 3 |
1099 |
#define MSG_TYPE_MONUMENT_STATUE_1 4 |
1100 |
#define MSG_TYPE_MONUMENT_STATUE_2 5 |
1101 |
#define MSG_TYPE_MONUMENT_STATUE_3 6 |
1102 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 |
1103 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 |
1104 |
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 |
1105 |
#define MSG_TYPE_MONUMENT_WALL_1 10 |
1106 |
#define MSG_TYPE_MONUMENT_WALL_2 11 |
1107 |
#define MSG_TYPE_MONUMENT_WALL_3 12 |
1108 |
|
1109 |
/*some readable flags*/ |
1110 |
|
1111 |
/* dialog messsage */ |
1112 |
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ |
1113 |
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ |
1114 |
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ |
1115 |
|
1116 |
/* admin messages */ |
1117 |
#define MSG_TYPE_ADMIN_RULES 1 |
1118 |
#define MSG_TYPE_ADMIN_NEWS 2 |
1119 |
|
1120 |
#endif /* DEFINE_H */ |