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Revision: 1.102
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.101: +7 -6 lines
Log Message:
clarify license

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.77 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.40 *
4 root 1.82 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.60 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.40 *
8 root 1.102 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.40 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.40 *
18 root 1.102 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.60 *
22 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.40 */
24 root 1.1
25     /* This file is best viewed with a window width of about 100 character */
26    
27     /* This file is really too large. With all the .h files
28     * around, this file should be better split between them - things
29     * that deal with objects should be in objects.h, things dealing
30     * with players in player.h, etc. As it is, everything just seems
31     * to be dumped in here.
32     */
33    
34     #ifndef DEFINE_H
35 root 1.11 #define DEFINE_H
36 root 1.1
37 pippijn 1.14 #include <autoconf.h>
38 root 1.1
39 root 1.11 #define FONTDIR ""
40     #define FONTNAME ""
41 root 1.1
42     /* Decstations have trouble with fabs()... */
43 root 1.44 #define FABS(x) fabs (x)
44 root 1.1
45 root 1.11 #ifdef __NetBSD__
46     # include <sys/param.h>
47     #endif
48 root 1.1
49 root 1.61 // maximum length of an object name in the protocol
50     #define NAME_LEN 127
51 root 1.1
52 root 1.78 #undef MIN
53     #undef MAX
54 root 1.10
55 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
56     #define MIN_STAT 1 /* The minimum legal value of any stat */
57 root 1.10
58 root 1.54 //TODO: not only use more reasonable values, also enforce them
59 root 1.56 #define MIN_WC -120
60     #define MAX_WC 120
61     #define MIN_AC -120
62     #define MAX_AC 120
63 root 1.54 #define MIN_DAM 0
64 root 1.55 #define MAX_DAM 200
65 elmex 1.66 #define MIN_DIGESTION -35
66     #define MAX_DIGESTION 70
67 root 1.54
68 root 1.11 #define MAX_BUF 1024
69 root 1.10 /* Used for all kinds of things */
70 root 1.11 #define VERY_BIG_BUF 2048
71 root 1.64 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
72 root 1.11 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
73 root 1.10
74 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
75 root 1.10
76 root 1.11 #define MAX_ANIMATIONS 256
77 root 1.10
78 root 1.11 #define MAX_NAME 48
79     #define MAX_EXT_TITLE 98
80 root 1.1
81 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
82 root 1.88
83 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
84 root 1.11 #define OUT_OF_MEMORY 0
85     #define MAP_ERROR 1
86 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
87 root 1.11 #define TOO_MANY_ERRORS 3
88 root 1.1
89     /* TYPE DEFINES */
90 root 1.10
91 root 1.1 /* Only add new values to this list if somewhere in the program code,
92     * it is actually needed. Just because you add a new monster does not
93     * mean it has to have a type defined here. That only needs to happen
94     * if in some .c file, it needs to do certain special actions based on
95     * the monster type, that can not be handled by any of the numerous
96     * flags
97     * Also, if you add new entries, try and fill up the holes in this list.
98     * Additionally, when you add a new entry, include it in the table in item.c
99     */
100    
101 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
102     * definitions)
103     */
104    
105 elmex 1.28 /* type 0 objects have the default behaviour */
106    
107 elmex 1.21 #define PLAYER 1
108     #define TRANSPORT 2 /* see pod/objects.pod */
109     #define ROD 3
110     #define TREASURE 4
111     #define POTION 5
112     #define FOOD 6
113     #define POISON 7
114     #define BOOK 8
115     #define CLOCK 9
116 root 1.75 //10
117     //11
118     //12
119 elmex 1.21 #define ARROW 13
120     #define BOW 14
121     #define WEAPON 15
122     #define ARMOUR 16
123     #define PEDESTAL 17
124     #define ALTAR 18
125 root 1.75 //19
126 elmex 1.21 #define LOCKED_DOOR 20
127     #define SPECIAL_KEY 21
128     #define MAP 22
129     #define DOOR 23
130     #define KEY 24
131 root 1.75 //25
132 elmex 1.21 #define TIMED_GATE 26
133     #define TRIGGER 27
134     #define GRIMREAPER 28
135     #define MAGIC_EAR 29
136     #define TRIGGER_BUTTON 30
137     #define TRIGGER_ALTAR 31
138     #define TRIGGER_PEDESTAL 32
139     #define SHIELD 33
140     #define HELMET 34
141     #define HORN 35
142     #define MONEY 36
143     #define CLASS 37 /* object for applying character class modifications to someone */
144     #define GRAVESTONE 38
145     #define AMULET 39
146     #define PLAYERMOVER 40
147     #define TELEPORTER 41
148     #define CREATOR 42
149     #define SKILL 43 /* also see SKILL_TOOL (74) below */
150 root 1.75 //44
151 elmex 1.21 #define EARTHWALL 45
152     #define GOLEM 46
153 root 1.75 //47
154 elmex 1.21 #define THROWN_OBJ 48
155     #define BLINDNESS 49
156     #define GOD 50
157     #define DETECTOR 51 /* peterm: detector is an object
158     * which notices the presense of
159     * another object and is triggered
160     * like buttons.
161     */
162     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
163     * force into a player with a specified string WHEN TRIGGERED.
164     */
165     #define DEAD_OBJECT 53
166     #define DRINK 54
167     #define MARKER 55 /* inserts an invisible, weightless
168     * force into a player with a specified string.
169     */
170     #define HOLY_ALTAR 56
171     #define PLAYER_CHANGER 57
172     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
173    
174     #define PEACEMAKER 59 /* Object owned by a player which can convert
175     * a monster into a peaceful being incapable of attack.
176     */
177     #define GEM 60
178 root 1.75 //61
179 elmex 1.21 #define FIREWALL 62
180     #define ANVIL 63
181     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
182 root 1.70 #define MOOD_FLOOR 65 /*
183 elmex 1.21 * values of last_sp set how to change:
184     * 0 = furious, all monsters become aggressive
185     * 1 = angry, all but friendly become aggressive
186     * 2 = calm, all aggressive monsters calm down
187     * 3 = sleep, all monsters fall asleep
188 root 1.70 * 4 = charm, monsters become pets
189     * 5 = destroy monsters
190     * 6 = destroy pets / friendlies
191     */
192 elmex 1.21 #define EXIT 66
193     #define ENCOUNTER 67
194     #define SHOP_FLOOR 68
195     #define SHOP_MAT 69
196     #define RING 70
197     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
198     #define FLESH 72 /* animal 'body parts' -b.t. */
199     #define INORGANIC 73 /* metals and minerals */
200     #define SKILL_TOOL 74 /* Allows the use of a skill */
201     #define LIGHTER 75
202 root 1.75 //76
203 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
204 root 1.75 //78
205 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
206     in the engine. Like statues, clocks, chairs,...
207     If perhaps we create a function where we can sit
208     on chairs, we create a new type and remove all
209     chairs from here. */
210 root 1.75 //80
211 elmex 1.101 #define TORCH 81 /* a torch */
212 elmex 1.21 #define LAMP 82 /* a lamp */
213     #define DUPLICATOR 83 /* duplicator/multiplier object */
214 root 1.75 //84
215 elmex 1.21 #define SPELLBOOK 85
216 root 1.75 //86
217 elmex 1.21 #define CLOAK 87
218 root 1.75 //88
219     //89
220 elmex 1.21 #define SPINNER 90
221     #define GATE 91
222     #define BUTTON 92
223     #define CF_HANDLE 93
224     #define HOLE 94
225     #define TRAPDOOR 95
226 root 1.75 //96
227     //97
228 elmex 1.21 #define SIGN 98
229     #define BOOTS 99
230     #define GLOVES 100
231     #define SPELL 101
232     #define SPELL_EFFECT 102
233     #define CONVERTER 103
234     #define BRACERS 104
235     #define POISONING 105
236     #define SAVEBED 106
237 root 1.75 //107
238     //108
239 elmex 1.21 #define WAND 109
240 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
241 elmex 1.21 #define SCROLL 111
242     #define DIRECTOR 112
243     #define GIRDLE 113
244     #define FORCE 114
245     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
246     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
247 root 1.75 //117
248     //118
249     //119
250     //120
251 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
252     #define CONTAINER 122
253     #define ARMOUR_IMPROVER 123
254     #define WEAPON_IMPROVER 124
255 root 1.75 //125
256     //126
257     //127
258     //128
259     //129
260 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261 root 1.75 //131
262     //132
263     //133
264     //134
265     //135
266     //136
267     //137
268 elmex 1.21 #define DEEP_SWAMP 138
269     #define IDENTIFY_ALTAR 139
270 root 1.75 //140
271     //141
272     //142
273     //143
274     //144
275     //145
276     //146
277     //147
278     //148
279     //149
280 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
281 root 1.75 //151
282     //152
283     //153
284 elmex 1.21 #define RUNE 154
285     #define TRAP 155
286     #define POWER_CRYSTAL 156
287     #define CORPSE 157
288     #define DISEASE 158
289     #define SYMPTOM 159
290     #define BUILDER 160 /* Generic item builder, see subtypes */
291     #define MATERIAL 161 /* Material for building */
292 root 1.75 //162
293 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
294 root 1.99 #define MAPSCRIPT 164 /* A perl-scripted connectable */
295 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
296     potions, alchemy, or magic works here (elmex) */
297 root 1.10
298 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
299    
300 root 1.1 /* END TYPE DEFINE */
301    
302 root 1.75 // maximum supported subtype number + 1, can be increased to 256
303     // currently (2007-09) in use: 50
304     #define NUM_SUBTYPES 64
305 root 1.7
306 root 1.1 /* Subtypes for BUILDER */
307 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
308     #define ST_BD_REMOVE 2 /* Removes an item */
309 root 1.1
310     /* Subtypes for MATERIAL */
311 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
312     #define ST_MAT_WALL 2 /* Wall */
313     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
314 root 1.1
315     /* definitions for weapontypes */
316    
317 root 1.11 #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 */
321     #define WEAP_SLICE 4 /* katana */
322     #define WEAP_STAB 5 /* knife, dagger */
323     #define WEAP_WHIP 6 /* whips n chains */
324     #define WEAP_CRUSH 7 /* big hammers, flails */
325     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 root 1.10
327     typedef struct typedata
328     {
329     int number;
330     const char *name;
331     const char *name_pl;
332     int identifyskill;
333     int identifyskill2;
334 root 1.1 } typedata;
335    
336     extern const int ItemTypesSize;
337     extern typedata ItemTypes[];
338    
339     /* definitions for detailed pickup descriptions.
340     * The objective is to define intelligent groups of items that the
341     * user can pick up or leave as he likes. */
342    
343     /* high bit as flag for new pickup options */
344 root 1.11 #define PU_NOTHING 0x00000000
345 root 1.1
346 root 1.11 #define PU_DEBUG 0x10000000
347     #define PU_INHIBIT 0x20000000
348     #define PU_STOP 0x40000000
349 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
350 root 1.11
351     #define PU_RATIO 0x0000000F
352    
353     #define PU_FOOD 0x00000010
354     #define PU_DRINK 0x00000020
355     #define PU_VALUABLES 0x00000040
356     #define PU_BOW 0x00000080
357    
358     #define PU_ARROW 0x00000100
359     #define PU_HELMET 0x00000200
360     #define PU_SHIELD 0x00000400
361     #define PU_ARMOUR 0x00000800
362    
363     #define PU_BOOTS 0x00001000
364     #define PU_GLOVES 0x00002000
365     #define PU_CLOAK 0x00004000
366     #define PU_KEY 0x00008000
367    
368     #define PU_MISSILEWEAPON 0x00010000
369     #define PU_ALLWEAPON 0x00020000
370     #define PU_MAGICAL 0x00040000
371     #define PU_POTION 0x00080000
372    
373     #define PU_SPELLBOOK 0x00100000
374     #define PU_SKILLSCROLL 0x00200000
375     #define PU_READABLES 0x00400000
376     #define PU_MAGIC_DEVICE 0x00800000
377 root 1.1
378 root 1.11 #define PU_NOT_CURSED 0x01000000
379     #define PU_JEWELS 0x02000000
380 root 1.13 #define PU_FLESH 0x04000000
381 root 1.1
382    
383     /* Instead of using arbitrary constants for indexing the
384     * freearr, add these values. <= SIZEOFFREE1 will get you
385     * within 1 space. <= SIZEOFFREE2 wll get you withing
386     * 2 spaces, and the entire array (< SIZEOFFREE) is
387     * three spaces
388     */
389 root 1.84 #define SIZEOFFREE0 0
390 root 1.83 #define SIZEOFFREE1 8
391 root 1.11 #define SIZEOFFREE2 24
392 root 1.84 #define SIZEOFFREE3 48
393 root 1.83 #define SIZEOFFREE 49
394 root 1.1
395 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
396 root 1.1
397 root 1.19 /*
398     * If any FLAG's are added or changed, make sure the flag_names structure in
399 root 1.95 * common/loader.C is updated.
400 root 1.1 */
401 root 1.10
402 root 1.1 /* Basic routines to do above */
403 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
404     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
405     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
406 root 1.10
407 root 1.1 /* the flags */
408    
409 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
410     #define FLAG_WIZ 1 /* Object has special privilegies */
411     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
412     #define FLAG_FREED 3 /* Object is in the list of free objects */
413 root 1.94 #define FLAG_WIZLOOK 4 /* disable los and lighting */
414 root 1.11 #define FLAG_APPLIED 5 /* Object is ready for use by living */
415     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
416 root 1.72 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
417 root 1.10
418 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
419 root 1.10
420 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
421     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
422 root 1.10
423 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
424 root 1.10
425 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
426     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
427 root 1.90 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
428 root 1.10
429 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
430     #define FLAG_FRIENDLY 15 /* Will help players */
431     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
432     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
433 root 1.72 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
434 root 1.52 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
435 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
436     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
437     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
438     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
439     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
440 root 1.10
441 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
442     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
443     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
444 root 1.10
445 root 1.72 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
446     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
447     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
448 root 1.74 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
449 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
450     #define FLAG_HITBACK 33 /* Object will hit back when hit */
451 root 1.72 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
452     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
453 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
454     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
455     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
456     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
457 root 1.72 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
458 root 1.10
459 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
460     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
461     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
462     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
463     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
464 root 1.10 but can still attack at a distance */
465    
466 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
467     thru this object as if it wasn't there */
468     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
469 root 1.10
470 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
471     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
472     #define FLAG_NO_DROP 50 /* Object can't be dropped */
473     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
474 root 1.72
475     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
476     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
477 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
478     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
479 root 1.72 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
480     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
481 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
482     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
483 root 1.53 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
484 root 1.72
485 root 1.11 #define FLAG_XRAYS 61 /* X-ray vision */
486     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
487     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
488 root 1.1
489 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
490     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
491     #define FLAG_SLEEP 66 /* NPC is sleeping */
492     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
493     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
494     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
495     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
496     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
497    
498     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
499     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
500     #define FLAG_CURSED 74 /* The object is cursed */
501     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
502     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
503     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
504     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
505     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
506    
507     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
508     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
509     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
510 root 1.10
511 root 1.52 #define FLAG_PRECIOUS 83 // object is precious (pets)
512 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
513 root 1.72 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
514     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
515    
516 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
517     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
518     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
519     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
520     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
521     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
522     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
523     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
524 root 1.10
525 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
526 root 1.1
527 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
528     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
529 root 1.10 * away (replaces ghosthit)
530     */
531 root 1.86 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
532 root 1.10
533 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
534 root 1.10 object */
535 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
536 root 1.71 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
537 root 1.11 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
538     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
539 root 1.38 * load_original_map() */
540 root 1.71 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
541     // * the overlay, and is not subject to
542     // * decay. */
543 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
544     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
545     #define FLAG_IS_WATER 107
546     #define FLAG_CONTENT_ON_GEN 108
547     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
548     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
549 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
550 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
551 root 1.32
552 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
553     * defined flag + 1. If you change this,
554     * make sure you update the flag_links
555     * in common/loader.l
556     */
557 root 1.1
558     /* If you add new movement types, you may need to update
559     * describe_item() so properly describe those types.
560     * change_abil() probably should be updated also.
561     */
562 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
563     #define MOVE_FLY_LOW 0x02 /* Low flying object */
564     #define MOVE_FLY_HIGH 0x04 /* High flying object */
565     #define MOVE_FLYING 0x06
566 root 1.10 /* Combo of fly_low and fly_high */
567 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
568 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
569 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
570 root 1.50
571     #define MOVE_ALL 0x3f /* Mask of all movement types */
572 root 1.1
573     /* typdef here to define type large enough to hold bitmask of
574     * all movement types. Make one declaration so easy to update.
575     */
576 root 1.10 typedef unsigned char MoveType;
577 root 1.1
578     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
579     * Basically, ob2 has to block all of ob1 movement types.
580     */
581 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
582 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
583    
584     /* Basic macro to see if if ob1 can not move onto a space based
585     * on the 'type' move_block parameter
586     * Add check - if type is 0, don't stop anything from moving
587     * onto it.
588     *
589     */
590 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
591 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
592 root 1.1
593 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
594 root 1.1
595 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
596     #define EXIT_LEVEL(xyz) (xyz)->stats.food
597     #define EXIT_X(xyz) (xyz)->stats.hp
598     #define EXIT_Y(xyz) (xyz)->stats.sp
599     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
600     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
601 root 1.1
602     /* for use by the lighting code */
603 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
604 root 1.8 * large values allow objects that can
605     * slow down the game */
606 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
607 root 1.10 * practical reason to exceed this */
608 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
609     #define LOS_BLOCKED 100 /* fully blocked spaces */
610 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
611 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
612 root 1.93 // player position in blocked_los code
613     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
614     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
615    
616 root 1.1
617 root 1.11 #define F_BUY 0
618     #define F_SELL 1
619     #define F_TRUE 2 /* True value of item, unadjusted */
620     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
621     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
622     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
623     #define F_APPROX 32 /* flag to give a guess of item value */
624     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
625    
626     #define DIRX(xyz) freearr_x[(xyz)->direction]
627     #define DIRY(xyz) freearr_y[(xyz)->direction]
628    
629     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
630     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
631     #define WEAPON_SPEED(xyz) (xyz)->last_sp
632 root 1.1
633     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
634     each of them signed char, concatenated in a int16 */
635 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
636     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
637     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
638 root 1.72
639 root 1.11 #define FIRE_DIRECTIONAL 0
640     #define FIRE_POSITIONAL 1
641 root 1.1
642     /******************************************************************************/
643     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
644     /******************************************************************************/
645     /* if your monsters start acting wierd, mail me */
646     /******************************************************************************/
647     /* the following definitions are for the attack_movement variable in monsters */
648     /* if the attack_variable movement is left out of the monster archetype, or is*/
649     /* set to zero */
650     /* the standard mode of movement from previous versions of crossfire will be */
651     /* used. the upper four bits of movement data are not in effect when the monst*/
652     /* er has an enemy. these should only be used for non agressive monsters. */
653     /* to program a monsters movement add the attack movement numbers to the movem*/
654     /* ment numbers example a monster that moves in a circle until attacked and */
655     /* then attacks from a distance: */
656     /* CIRCLE1 = 32 */
657     /* + DISTATT = 1 */
658     /* ------------------- */
659     /* attack_movement = 33 */
660     /******************************************************************************/
661 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
662 root 1.1 /* attack from a distance - good for missile users only */
663 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
664     #define HITRUN 3 /* run to then hit player then run away cyclicly */
665     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
666     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
667     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
668     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
669     #define WAIT2 8 /* monster does not try to move towards player if far */
670 root 1.1 /* maintains comfortable distance */
671 root 1.96
672     #define PETMOVE 16 /* if the upper four bits of attack_movement */
673 root 1.1 /* are set to this number, the monster follows a player */
674     /* until the owner calls it back or off */
675     /* player followed denoted by 0b->owner */
676     /* the monster will try to attack whatever the player is */
677     /* attacking, and will continue to do so until the owner */
678     /* calls off the monster - a key command will be */
679     /* inserted to do so */
680 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
681 root 1.1 /* are set to this number, the monster will move in a */
682     /* circle until it is attacked, or the enemy field is */
683 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
684 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
685     #define PACEH 64 /* The Monster will pace back and forth until attacked */
686 root 1.1 /* this is HORIZONTAL movement */
687 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
688 root 1.1 /* pace area is longer and the monster stops before */
689     /* changing directions */
690     /* this is HORIZONTAL movement */
691 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
692 root 1.1 /* it is stopped by an obstacle, then it chooses another */
693     /* direction. */
694 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
695     #define PACEV 128 /* The Monster will pace back and forth until attacked */
696 root 1.1 /* this is VERTICAL movement */
697 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
698 root 1.1 /* pace area is longer and the monster stops before */
699     /* changing directions */
700     /* this is VERTICAL movement */
701 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
702 root 1.11 #define HI4 240
703 root 1.1
704 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
705     #define EMPTY_FACE_NAME "empty.x11"
706 root 1.1
707     /*
708     * Defines for the luck/random functions to make things more readable
709     */
710    
711 root 1.11 #define PREFER_HIGH 1
712     #define PREFER_LOW 0
713 root 1.1
714     /* Flags for apply_special() */
715 root 1.10 enum apply_flag
716     {
717 root 1.58 /* Basic flags/mode, always use one of these */
718     AP_TOGGLE = 0,
719     AP_APPLY = 1,
720 root 1.10 AP_UNAPPLY = 2,
721 root 1.1
722 root 1.58 AP_BASIC_FLAGS = 0x0f,
723 root 1.1
724     /* Optional flags, for bitwise or with a basic flag */
725 root 1.58 AP_NO_MERGE = 0x10,
726     AP_IGNORE_CURSE = 0x20,
727     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
728     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
729 root 1.1 };
730    
731     /* Bitmask values for 'can_apply_object()' return values.
732     * the CAN_APPLY_ prefix is to just note what function the
733     * are returned from.
734     *
735     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
736     * location who doesn't have.
737     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
738     * this basically means one of the FLAGS are set saying you can't
739     * use this.
740     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
741     * if this object can do anything to use this object. If the value
742     * returned from can_apply_object() anded with the mask is non zero,
743     * then it is out of the control of this creature to use the item.
744     * otherwise it means that by unequipping stuff, they could apply the object
745     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
746     * this.
747     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
748     * unapplied before this can be applied. Think of switching to
749     * a bow but you have a sword & shield - both the sword and
750     * shield need to be uneqipped before you can do the bow.
751     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
752     * this one can be applied. Think of rings - human is wearing two
753     * rings and tries to apply one - there are two possible rings he
754     * could remove.
755     *
756     */
757 root 1.11 #define CAN_APPLY_NEVER 0x1
758     #define CAN_APPLY_RESTRICTION 0x2
759     #define CAN_APPLY_NOT_MASK 0xf
760     #define CAN_APPLY_UNAPPLY 0x10
761     #define CAN_APPLY_UNAPPLY_MULT 0x20
762     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
763 root 1.1
764 root 1.63 // Cut off point of when an object is put on the active list or not
765     // we use 2**-n because that can be represented exactly
766     // also make sure that this is a float, not double, constant
767     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
768 root 1.1
769     /*
770     * Warning!
771     * If you add message types here, don't forget
772     * to keep the client up to date too!
773     */
774 root 1.10
775 root 1.1 /* message types */
776 root 1.11 #define MSG_TYPE_BOOK 1
777     #define MSG_TYPE_CARD 2
778     #define MSG_TYPE_PAPER 3
779     #define MSG_TYPE_SIGN 4
780     #define MSG_TYPE_MONUMENT 5
781     #define MSG_TYPE_SCRIPTED_DIALOG 6
782     #define MSG_TYPE_MOTD 7
783     #define MSG_TYPE_ADMIN 8
784     #define MSG_TYPE_LAST 9
785 root 1.1
786 root 1.11 #define MSG_SUBTYPE_NONE 0
787 root 1.1
788     /* book messages subtypes */
789 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
790     #define MSG_TYPE_BOOK_CLASP_2 2
791     #define MSG_TYPE_BOOK_ELEGANT_1 3
792     #define MSG_TYPE_BOOK_ELEGANT_2 4
793     #define MSG_TYPE_BOOK_QUARTO_1 5
794     #define MSG_TYPE_BOOK_QUARTO_2 6
795     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
796     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
797     #define MSG_TYPE_BOOK_SPELL_PYRO 9
798     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
799     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
800 root 1.1
801     /* card messages subtypes*/
802 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
803     #define MSG_TYPE_CARD_SIMPLE_2 2
804     #define MSG_TYPE_CARD_SIMPLE_3 3
805     #define MSG_TYPE_CARD_ELEGANT_1 4
806     #define MSG_TYPE_CARD_ELEGANT_2 5
807     #define MSG_TYPE_CARD_ELEGANT_3 6
808     #define MSG_TYPE_CARD_STRANGE_1 7
809     #define MSG_TYPE_CARD_STRANGE_2 8
810     #define MSG_TYPE_CARD_STRANGE_3 9
811     #define MSG_TYPE_CARD_MONEY_1 10
812     #define MSG_TYPE_CARD_MONEY_2 11
813     #define MSG_TYPE_CARD_MONEY_3 12
814 root 1.1
815     /* Paper messages subtypes */
816 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
817     #define MSG_TYPE_PAPER_NOTE_2 2
818     #define MSG_TYPE_PAPER_NOTE_3 3
819     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
820     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
821     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
822     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
823     #define MSG_TYPE_PAPER_ENVELOPE_1 8
824     #define MSG_TYPE_PAPER_ENVELOPE_2 9
825     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
826     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
827     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
828     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
829     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
830 root 1.1
831     /* road signs messages subtypes */
832 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
833     #define MSG_TYPE_SIGN_DIR_LEFT 2
834     #define MSG_TYPE_SIGN_DIR_RIGHT 3
835     #define MSG_TYPE_SIGN_DIR_BOTH 4
836 root 1.1
837     /* stones and monument messages */
838 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
839     #define MSG_TYPE_MONUMENT_STONE_2 2
840     #define MSG_TYPE_MONUMENT_STONE_3 3
841     #define MSG_TYPE_MONUMENT_STATUE_1 4
842     #define MSG_TYPE_MONUMENT_STATUE_2 5
843     #define MSG_TYPE_MONUMENT_STATUE_3 6
844     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
845     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
846     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
847     #define MSG_TYPE_MONUMENT_WALL_1 10
848     #define MSG_TYPE_MONUMENT_WALL_2 11
849     #define MSG_TYPE_MONUMENT_WALL_3 12
850 root 1.1
851     /*some readable flags*/
852    
853     /* dialog messsage */
854 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
855     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
856     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
857 root 1.1
858     /* admin messages */
859 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
860     #define MSG_TYPE_ADMIN_NEWS 2
861 root 1.1
862 root 1.67 /**
863     * Maximum distance a player may hear a sound from.
864 root 1.100 * This is only used for client/server sound and say. If the sound source
865 root 1.67 * on the map is farther away than this, we don't sent it to the client.
866     */
867     #define MAX_SOUND_DISTANCE 16
868    
869 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
870     #define INFO_CHANNEL "info" // lower_left box
871 root 1.94 #define SAY_CHANNEL "say"
872     #define CHAT_CHANNEL "chat"
873 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
874 root 1.69
875     /* The following are the color flags passed to new_draw_info.
876     *
877     * We also set up some control flags
878     *
879     * NDI = New Draw Info
880     */
881    
882     /* Color specifications - note these match the order in xutil.c */
883     /* Note 2: Black, the default color, is 0. Thus, it does not need to
884     * be implicitly specified.
885     */
886     #define NDI_BLACK 0
887     #define NDI_WHITE 1
888     #define NDI_NAVY 2
889     #define NDI_RED 3
890     #define NDI_ORANGE 4
891     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
892     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
893     #define NDI_GREEN 7 /* SeaGreen */
894     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
895     /* Than seagreen - also background color */
896     #define NDI_GREY 9
897     #define NDI_BROWN 10 /* Sienna */
898     #define NDI_GOLD 11
899     #define NDI_TAN 12 /* Khaki */
900    
901     #define NDI_MAX_COLOR 12 /* Last value in */
902     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
903     /* using an int anyways, so we have the space */
904     /* to still do all the flags */
905    
906     #define NDI_REPLY 0x20 // is a direct reply to a user command
907 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
908     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
909     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
910 root 1.69
911     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
912     #define NDI_ALL 0x2000 /* Inform all players of this message */
913     #define NDI_DEF 0x4000 // ignore colour for channel protocol
914 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
915 root 1.69
916 root 1.1 #endif /* DEFINE_H */
917 root 1.11