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Revision: 1.11
Committed: Sat Sep 16 22:06:17 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +538 -537 lines
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# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     /* This file is best viewed with a window width of about 100 character */
25    
26     /* This file is really too large. With all the .h files
27     * around, this file should be better split between them - things
28     * that deal with objects should be in objects.h, things dealing
29     * with players in player.h, etc. As it is, everything just seems
30     * to be dumped in here.
31     */
32    
33     #ifndef DEFINE_H
34 root 1.11 #define DEFINE_H
35 root 1.1
36     /*
37     * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38     * Thus the prototypes made by cextract don't get included correctly.
39     */
40 root 1.11 #if !defined(__STDC__)
41 root 1.10
42 root 1.1 /* Removed # from start of following line. makedepend was picking it up.
43     * The following should still hopefully result in an error.
44     */
45     error - Your ANSI C compiler should be defining __STDC__;
46 root 1.11 #endif
47 root 1.1
48 root 1.11 #ifndef WIN32 /* ---win32 exclude unix configuration part */
49     # include <autoconf.h>
50     #endif
51 root 1.1
52 root 1.11 #define FONTDIR ""
53     #define FONTNAME ""
54 root 1.1
55     /* Decstations have trouble with fabs()... */
56 root 1.11 #define FABS(x) ((x)<0?-(x):(x))
57 root 1.1
58 root 1.11 #ifdef __NetBSD__
59     # include <sys/param.h>
60     #endif
61     #ifndef MIN
62     # define MIN(x,y) ((x)<(y)?(x):(y))
63     #endif
64     #ifndef MAX
65     # define MAX(x,y) ((x)>(y)?(x):(y))
66     #endif
67 root 1.1
68     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69 root 1.11 #ifndef NAME_MAX
70     # define NAME_MAX 255
71     #endif
72 root 1.1
73     /* MAX3 is basically like MAX, but instead does 3 values. */
74 root 1.11 #ifndef MAX3
75     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76     #endif
77 root 1.1
78     /* MIN3 is basically like MIN, but instead does 3 values. */
79 root 1.11 #ifndef MIN3
80     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81     #endif
82 root 1.10
83 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
84     #define MIN_STAT 1 /* The minimum legal value of any stat */
85 root 1.10
86 root 1.11 #define MAX_BUF 1024
87 root 1.10 /* Used for all kinds of things */
88 root 1.11 #define VERY_BIG_BUF 2048
89     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
90     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91 root 1.10
92 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
93 root 1.10
94 root 1.11 #define MAX_ANIMATIONS 256
95 root 1.10
96 root 1.11 #define MAX_NAME 48
97     #define BIG_NAME 32
98     #define MAX_EXT_TITLE 98
99 root 1.1
100     /* Fatal variables: */
101 root 1.11 #define OUT_OF_MEMORY 0
102     #define MAP_ERROR 1
103     #define ARCHTABLE_TOO_SMALL 2
104     #define TOO_MANY_ERRORS 3
105 root 1.1
106     /* TYPE DEFINES */
107 root 1.10
108 root 1.1 /* Only add new values to this list if somewhere in the program code,
109     * it is actually needed. Just because you add a new monster does not
110     * mean it has to have a type defined here. That only needs to happen
111     * if in some .c file, it needs to do certain special actions based on
112     * the monster type, that can not be handled by any of the numerous
113     * flags
114     * Also, if you add new entries, try and fill up the holes in this list.
115     * Additionally, when you add a new entry, include it in the table in item.c
116     */
117    
118     /* type 0 will be undefined and shows a non valid type information */
119    
120 root 1.11 #define PLAYER 1
121     #define TRANSPORT 2 /* see doc/Developers/objects */
122     #define ROD 3
123     #define TREASURE 4
124     #define POTION 5
125     #define FOOD 6
126     #define POISON 7
127     #define BOOK 8
128     #define CLOCK 9
129 root 1.10
130 root 1.1 /*#define FBULLET 10 */
131 root 1.10
132 root 1.1 /*#define FBALL 11 */
133 root 1.11 #define LIGHTNING 12
134     #define ARROW 13
135     #define BOW 14
136     #define WEAPON 15
137     #define ARMOUR 16
138     #define PEDESTAL 17
139     #define ALTAR 18
140 root 1.10
141 elmex 1.4 /*#define CONFUSION 19 */
142 root 1.11 #define LOCKED_DOOR 20
143     #define SPECIAL_KEY 21
144     #define MAP 22
145     #define DOOR 23
146     #define KEY 24
147 root 1.10
148 root 1.1 /*#define MMISSILE 25 */
149 root 1.11 #define TIMED_GATE 26
150     #define TRIGGER 27
151     #define GRIMREAPER 28
152     #define MAGIC_EAR 29
153     #define TRIGGER_BUTTON 30
154     #define TRIGGER_ALTAR 31
155     #define TRIGGER_PEDESTAL 32
156     #define SHIELD 33
157     #define HELMET 34
158     #define HORN 35
159     #define MONEY 36
160     #define CLASS 37 /* object for applying character class modifications to someone */
161     #define GRAVESTONE 38
162     #define AMULET 39
163     #define PLAYERMOVER 40
164     #define TELEPORTER 41
165     #define CREATOR 42
166     #define SKILL 43 /* also see SKILL_TOOL (74) below */
167     #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
168 root 1.8 /* experience for broad skill categories. This value */
169     /* is now automatically converteed at load time. */
170 root 1.11 #define EARTHWALL 45
171     #define GOLEM 46
172 root 1.10
173 root 1.1 /*#define BOMB 47 */
174 root 1.11 #define THROWN_OBJ 48
175     #define BLINDNESS 49
176     #define GOD 50
177 root 1.1
178 root 1.11 #define DETECTOR 51 /* peterm: detector is an object */
179 root 1.8 /* which notices the presense of */
180     /* another object and is triggered */
181     /* like buttons. */
182 root 1.11 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
183 root 1.8 /* force into a player with a specified string WHEN TRIGGERED. */
184 root 1.11 #define DEAD_OBJECT 53
185     #define DRINK 54
186     #define MARKER 55 /* inserts an invisible, weightless */
187 root 1.8 /* force into a player with a specified string. */
188 root 1.11 #define HOLY_ALTAR 56
189     #define PLAYER_CHANGER 57
190     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 root 1.1
192 root 1.11 #define PEACEMAKER 59 /* Object owned by a player which can convert */
193 root 1.8 /* a monster into a peaceful being incapable of attack. */
194 root 1.11 #define GEM 60
195 root 1.10
196     /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197 root 1.11 #define FIREWALL 62
198     #define ANVIL 63
199     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
200     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 root 1.10 * values of last_sp set how to change:
202     * 0 = furious, all monsters become aggressive
203     * 1 = angry, all but friendly become aggressive
204     * 2 = calm, all aggressive monsters calm down
205     * 3 = sleep, all monsters fall asleep
206     * 4 = charm, monsters become pets */
207 root 1.11 #define EXIT 66
208     #define ENCOUNTER 67
209     #define SHOP_FLOOR 68
210     #define SHOP_MAT 69
211     #define RING 70
212     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
213     #define FLESH 72 /* animal 'body parts' -b.t. */
214     #define INORGANIC 73 /* metals and minerals */
215     #define SKILL_TOOL 74 /* Allows the use of a skill */
216     #define LIGHTER 75
217 root 1.1
218     /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
219     * types are not used in any archetypes, and should perhaps be removed.
220     */
221 root 1.11 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 root 1.10
223 root 1.11 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
224     #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 root 1.10 in the engine. Like statues, clocks, chairs,...
227     If perhaps we create a function where we can sit
228     on chairs, we create a new type and remove all
229     chairs from here. */
230 root 1.11 #define MONSTER 80
231 root 1.10 /* yes, thats a real, living creature */
232 root 1.11 #define SPAWN_GENERATOR 81
233 root 1.10 /* a spawn point or monster generator object */
234 root 1.11 #define LAMP 82 /* a lamp */
235     #define DUPLICATOR 83 /* duplicator/multiplier object */
236     #define TOOL 84 /* a tool for building objects */
237     #define SPELLBOOK 85
238     #define BUILDFAC 86 /* facilities for building objects */
239     #define CLOAK 87
240 root 1.1
241     /*#define CONE 88 */
242    
243 root 1.10 /*#define AURA 89 *//* aura spell object */
244    
245 root 1.11 #define SPINNER 90
246     #define GATE 91
247     #define BUTTON 92
248     #define CF_HANDLE 93
249     #define HOLE 94
250     #define TRAPDOOR 95
251 root 1.10
252 root 1.1 /*#define WORD_OF_RECALL 96 */
253 root 1.10
254 root 1.1 /*#define PARAIMAGE 97 */
255 root 1.11 #define SIGN 98
256     #define BOOTS 99
257     #define GLOVES 100
258     #define SPELL 101
259     #define SPELL_EFFECT 102
260     #define CONVERTER 103
261     #define BRACERS 104
262     #define POISONING 105
263     #define SAVEBED 106
264     #define POISONCLOUD 107
265     #define FIREHOLES 108
266     #define WAND 109
267 root 1.10
268 root 1.1 /*#define ABILITY 110*/
269 root 1.11 #define SCROLL 111
270     #define DIRECTOR 112
271     #define GIRDLE 113
272     #define FORCE 114
273     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
274     #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
275     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276     #define CONTAINER 122
277     #define ARMOUR_IMPROVER 123
278     #define WEAPON_IMPROVER 124
279 root 1.1
280     /* unused: 125 - 129
281     * type 125 was MONEY_CHANGER
282     */
283 root 1.11 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
284     #define DEEP_SWAMP 138
285     #define IDENTIFY_ALTAR 139
286 root 1.10
287     /*#define CANCELLATION 141*//* not used with new spell code */
288 root 1.11 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289 root 1.10
290     /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291    
292 root 1.1 /*#define SWARM_SPELL 153*/
293 root 1.11 #define RUNE 154
294     #define TRAP 155
295 root 1.1
296 root 1.11 #define POWER_CRYSTAL 156
297     #define CORPSE 157
298 root 1.10
299 root 1.11 #define DISEASE 158
300     #define SYMPTOM 159
301     #define BUILDER 160 /* Generic item builder, see subtypes */
302     #define MATERIAL 161/* Material for building */
303 root 1.1
304     /* #define GPS 162 Ground positionning system, moved to Python plugin */
305 root 1.11 #define ITEM_TRANSFORMER 163/* Transforming one item with another */
306     #define QUEST 164/* See below for subtypes */
307     #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 elmex 1.5 potions, alchemy, or magic works here (elmex) */
309 root 1.10
310 root 1.1 /* END TYPE DEFINE */
311    
312 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313 root 1.7
314 root 1.1 /* Subtypes for BUILDER */
315 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
316     #define ST_BD_REMOVE 2 /* Removes an item */
317 root 1.1
318     /* Subtypes for MATERIAL */
319 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
320     #define ST_MAT_WALL 2 /* Wall */
321     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
322 root 1.1
323     /* definitions for weapontypes */
324    
325 root 1.11 #define WEAP_HIT 0 /* the basic */
326     #define WEAP_SLASH 1 /* slash */
327     #define WEAP_PIERCE 2 /* arrows, stiletto */
328     #define WEAP_CLEAVE 3 /* axe */
329     #define WEAP_SLICE 4 /* katana */
330     #define WEAP_STAB 5 /* knife, dagger */
331     #define WEAP_WHIP 6 /* whips n chains */
332     #define WEAP_CRUSH 7 /* big hammers, flails */
333     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
334 root 1.10
335     typedef struct typedata
336     {
337     int number;
338     const char *name;
339     const char *name_pl;
340     int identifyskill;
341     int identifyskill2;
342 root 1.1 } typedata;
343    
344     extern const int ItemTypesSize;
345     extern typedata ItemTypes[];
346    
347     /* definitions for detailed pickup descriptions.
348     * The objective is to define intelligent groups of items that the
349     * user can pick up or leave as he likes. */
350    
351     /* high bit as flag for new pickup options */
352 root 1.11 #define PU_NOTHING 0x00000000
353 root 1.1
354 root 1.11 #define PU_DEBUG 0x10000000
355     #define PU_INHIBIT 0x20000000
356     #define PU_STOP 0x40000000
357     #define PU_NEWMODE 0x80000000
358    
359     #define PU_RATIO 0x0000000F
360    
361     #define PU_FOOD 0x00000010
362     #define PU_DRINK 0x00000020
363     #define PU_VALUABLES 0x00000040
364     #define PU_BOW 0x00000080
365    
366     #define PU_ARROW 0x00000100
367     #define PU_HELMET 0x00000200
368     #define PU_SHIELD 0x00000400
369     #define PU_ARMOUR 0x00000800
370    
371     #define PU_BOOTS 0x00001000
372     #define PU_GLOVES 0x00002000
373     #define PU_CLOAK 0x00004000
374     #define PU_KEY 0x00008000
375    
376     #define PU_MISSILEWEAPON 0x00010000
377     #define PU_ALLWEAPON 0x00020000
378     #define PU_MAGICAL 0x00040000
379     #define PU_POTION 0x00080000
380    
381     #define PU_SPELLBOOK 0x00100000
382     #define PU_SKILLSCROLL 0x00200000
383     #define PU_READABLES 0x00400000
384     #define PU_MAGIC_DEVICE 0x00800000
385 root 1.1
386 root 1.11 #define PU_NOT_CURSED 0x01000000
387     #define PU_JEWELS 0x02000000
388 root 1.1
389    
390     /* Instead of using arbitrary constants for indexing the
391     * freearr, add these values. <= SIZEOFFREE1 will get you
392     * within 1 space. <= SIZEOFFREE2 wll get you withing
393     * 2 spaces, and the entire array (< SIZEOFFREE) is
394     * three spaces
395     */
396 root 1.11 #define SIZEOFFREE1 8
397     #define SIZEOFFREE2 24
398     #define SIZEOFFREE 49
399 root 1.1
400 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 root 1.1
402     /* Flag structure now changed.
403     * Each flag is now a bit offset, starting at zero. The macros
404     * will update/read the appropriate flag element in the object
405     * structure.
406     *
407     * Hopefully, since these offsets are integer constants set at run time,
408     * the compiler will reduce the macros something as simple as the
409     * old system was.
410     *
411     * Flags now have FLAG as the prefix. This to be clearer, and also
412     * to make sure F_ names are not still being used anyplace.
413     *
414     * The macros below assume that the flag size for each element is 32
415     * bits. IF it is smaller, bad things will happen. See structs.h
416     * for more info.
417     *
418     * All functions should use the macros below. In process of converting
419     * to the new system, I find several files that did not use the previous
420     * macros.
421     *
422     * If any FLAG's are or changed, make sure the flag_names structure in
423     * common/loader.l is updated.
424     *
425     * flags[0] is 0 to 31
426     * flags[1] is 32 to 63
427     * flags[2] is 64 to 95
428     * flags[3] is 96 to 127
429     */
430 root 1.10
431 root 1.1 /* Basic routines to do above */
432 root 1.11 #define SET_FLAG(xyz, p) \
433 root 1.8 ((xyz)->flags[p/32] |= (1U << (p % 32)))
434 root 1.11 #define CLEAR_FLAG(xyz, p) \
435 root 1.8 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436 root 1.11 #define QUERY_FLAG(xyz, p) \
437 root 1.8 ((xyz)->flags[p/32] & (1U << (p % 32)))
438 root 1.11 #define COMPARE_FLAGS(p,q) \
439 root 1.8 ( \
440     ((p)->flags[0] == (q)->flags[0]) && \
441     ((p)->flags[1] == (q)->flags[1]) && \
442     ((p)->flags[2] == (q)->flags[2]) && \
443     ((p)->flags[3] == (q)->flags[3]) \
444     )
445 root 1.10
446 root 1.1 /* convenience macros to determine what kind of things we are dealing with */
447    
448 root 1.11 #define IS_WEAPON(op) \
449 root 1.8 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450 root 1.1
451 root 1.11 #define IS_ARMOR(op) \
452 root 1.8 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453     op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454     op->type == BRACERS || op->type == GIRDLE)
455 root 1.1
456 root 1.11 #define IS_LIVE(op) \
457 root 1.8 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458     (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459     !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460 root 1.1
461 root 1.11 #define IS_ARROW(op) \
462 root 1.8 (op->type==ARROW || \
463     (op->type==SPELL_EFFECT && \
464     (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465 root 1.1
466     /* This return TRUE if object has still randomitems which
467     * could be expanded.
468     */
469 root 1.11 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 root 1.1
471     /* the flags */
472    
473 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474     #define FLAG_WIZ 1 /* Object has special privilegies */
475     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476     #define FLAG_FREED 3 /* Object is in the list of free objects */
477     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478     #define FLAG_APPLIED 5 /* Object is ready for use by living */
479     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480     #define FLAG_USE_SHIELD 7
481 root 1.10 /* Can this creature use a shield? */
482    
483 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
484 root 1.10
485     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486    
487     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
488 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 root 1.10
490     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491    
492     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
493 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
494     #define FLAG_FRIENDLY 15 /* Will help players */
495 root 1.10
496 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498     #define FLAG_AUTO_APPLY 18
499 root 1.10 /* Will be applied when created */
500 root 1.11 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
501     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
504     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 root 1.10
507     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508    
509     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510    
511     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
512 root 1.11 #define FLAG_IS_USED_UP 28
513 root 1.10 /* When (--food<0) the object will exit */
514 root 1.11 #define FLAG_IDENTIFIED 29
515 root 1.10 /* Player knows full info about item */
516 root 1.11 #define FLAG_REFLECTING 30
517 root 1.10 /* Object reflects from walls (lightning) */
518 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 root 1.1
520     /* Start of values in flags[1] */
521 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522     #define FLAG_HITBACK 33 /* Object will hit back when hit */
523     #define FLAG_STARTEQUIP 34
524 root 1.10 /* Object was given to player at start */
525 root 1.11 #define FLAG_BLOCKSVIEW 35
526 root 1.10 /* Object blocks view */
527 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
528     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531 root 1.10
532 root 1.11 #define FLAG_REFL_SPELL 40
533 root 1.10 /* Spells (some) will reflect from object */
534 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
535     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
536     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 root 1.10 but can still attack at a distance */
540    
541     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542     thru this object as if it wasn't there */
543    
544     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545    
546 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
547     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548     #define FLAG_NO_DROP 50 /* Object can't be dropped */
549     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
550     #define FLAG_CAST_SPELL 52
551 root 1.10 /* (Monster) can learn and cast spells */
552 root 1.11 #define FLAG_USE_SCROLL 53
553 root 1.10 /* (Monster) can read scroll */
554 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
555     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556 root 1.10
557 root 1.11 #define FLAG_USE_ARMOUR 56
558 root 1.10 /* (Monster) can wear armour/shield/helmet */
559 root 1.11 #define FLAG_USE_WEAPON 57
560 root 1.10 /* (Monster) can wield weapons */
561 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563     #define FLAG_READY_BOW 60 /* not implemented yet */
564     #define FLAG_XRAYS 61 /* X-ray vision */
565     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 root 1.1
568     /* Start of values in flags[2] */
569 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571     #define FLAG_SLEEP 66 /* NPC is sleeping */
572     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
575     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
577    
578     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
579     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
580     #define FLAG_CURSED 74 /* The object is cursed */
581     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
582     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
583     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
584     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
585     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586    
587     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 root 1.10
591 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593     #define FLAG_MAKE_INVIS 85
594 root 1.10 /* (Item) gives invisibility when applied */
595 root 1.11 #define FLAG_INV_LOCKED 86
596 root 1.10 /* Item will not be dropped from inventory */
597 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598 root 1.10
599 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
601     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
602     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 root 1.10
607     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 root 1.1
609     /* Start of values in flags[3] */
610 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
611     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 root 1.10 * away (replaces ghosthit)
613     */
614 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
615 root 1.10 * detect cases were the server is trying
616     * to send an upditem when we have not
617     * actually sent the item.
618     */
619    
620 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
621 root 1.10 object */
622 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
623     #define FLAG_NO_ATTACK 101 /* monster don't attack */
624     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 root 1.10 * load_original_map() */
627 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 root 1.10 * the overlay, and is not subject to
629     * decay. */
630 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632     #define FLAG_IS_WATER 107
633     #define FLAG_CONTENT_ON_GEN 108
634     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
636     #define FLAG_AFK 111 /* Player is AFK */
637     #define NUM_FLAGS 111 /* Should always be equal to the last
638 root 1.10 * defined flag. If you change this,
639     * make sure you update the flag_links
640     * in common/loader.l
641     */
642 root 1.1
643     /* Values can go up to 127 before the size of the flags array in the
644     * object structure needs to be enlarged.
645     * So there are 18 available flags slots
646     */
647    
648    
649 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650 root 1.10
651 root 1.11 #if 0
652 root 1.1
653     /* These should no longer be needed - access move_slow_penalty
654     * directly.
655     */
656 root 1.11 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657     # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658     #endif
659 root 1.1
660     /* If you add new movement types, you may need to update
661     * describe_item() so properly describe those types.
662     * change_abil() probably should be updated also.
663     */
664 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
665     #define MOVE_FLY_LOW 0x2 /* Low flying object */
666     #define MOVE_FLY_HIGH 0x4 /* High flying object */
667     #define MOVE_FLYING 0x6
668 root 1.10 /* Combo of fly_low and fly_high */
669 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
670     #define MOVE_BOAT 0x10 /* Boats/sailing */
671     #define MOVE_ALL 0x1f /* Mask of all movement types */
672 root 1.1
673     /* the normal assumption is that objects are walking/flying.
674     * So often we don't want to block movement, but still don't want
675     * to allow all types (swimming is rather specialized) - I also
676     * expect as more movement types show up, this is likely to get
677     * updated. Basically, this is the default for spaces that allow
678     * movement - anything but swimming right now. If you really
679     * want nothing at all, then can always set move_block to 0
680     */
681 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 root 1.1
683     /* typdef here to define type large enough to hold bitmask of
684     * all movement types. Make one declaration so easy to update.
685     * uint8 is defined yet, so just use what that would define it
686     * at anyways.
687     */
688 root 1.10 typedef unsigned char MoveType;
689 root 1.1
690     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
691     * Basically, ob2 has to block all of ob1 movement types.
692     */
693 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
694 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695    
696     /* Basic macro to see if if ob1 can not move onto a space based
697     * on the 'type' move_block parameter
698     * Add check - if type is 0, don't stop anything from moving
699     * onto it.
700     *
701     */
702 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 root 1.1 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
704    
705    
706 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709 root 1.1
710     /* Note: These values are only a default value, resizing can change them */
711 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
712     #define LOOK_SIZE 6 /* ditto, but for the look-window */
713     #define MAX_INV_SIZE 40 /* For initializing arrays */
714     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715    
716     #define EDITABLE(xyz) ((xyz)->arch->editable)
717    
718     #define E_MONSTER 0x00000001
719     #define E_EXIT 0x00000002
720     #define E_TREASURE 0x00000004
721     #define E_BACKGROUND 0x00000008
722     #define E_DOOR 0x00000010
723     #define E_SPECIAL 0x00000020
724     #define E_SHOP 0x00000040
725     #define E_NORMAL 0x00000080
726     #define E_FALSE_WALL 0x00000100
727     #define E_WALL 0x00000200
728     #define E_EQUIPMENT 0x00000400
729     #define E_OTHER 0x00000800
730     #define E_ARTIFACT 0x00001000
731    
732     #define EXIT_PATH(xyz) (xyz)->slaying
733     #define EXIT_LEVEL(xyz) (xyz)->stats.food
734     #define EXIT_X(xyz) (xyz)->stats.hp
735     #define EXIT_Y(xyz) (xyz)->stats.sp
736     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 root 1.1
739     /* for use by the lighting code */
740 root 1.11 #define MAX_LIGHT_RADII 4
741 root 1.10 /* max radii for 'light' object, really
742 root 1.8 * large values allow objects that can
743     * slow down the game */
744 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 root 1.10 * practical reason to exceed this */
746 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
747 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
748 root 1.1
749 root 1.11 #define F_BUY 0
750     #define F_SELL 1
751     #define F_TRUE 2 /* True value of item, unadjusted */
752     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
753     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755     #define F_APPROX 32 /* flag to give a guess of item value */
756     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
757    
758     #define DIRX(xyz) freearr_x[(xyz)->direction]
759     #define DIRY(xyz) freearr_y[(xyz)->direction]
760    
761     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763    
764     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
765     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766     #define WEAPON_SPEED(xyz) (xyz)->last_sp
767 root 1.1
768     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
769     each of them signed char, concatenated in a int16 */
770 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773     #define FIRE_DIRECTIONAL 0
774     #define FIRE_POSITIONAL 1
775 root 1.1
776     /******************************************************************************/
777 root 1.10
778 root 1.1 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779 root 1.10
780 root 1.1 /******************************************************************************/
781 root 1.10
782 root 1.1 /* if your monsters start acting wierd, mail me */
783 root 1.10
784 root 1.1 /******************************************************************************/
785 root 1.10
786 root 1.1 /* the following definitions are for the attack_movement variable in monsters */
787 root 1.10
788 root 1.1 /* if the attack_variable movement is left out of the monster archetype, or is*/
789 root 1.10
790 root 1.1 /* set to zero */
791 root 1.10
792 root 1.1 /* the standard mode of movement from previous versions of crossfire will be */
793 root 1.10
794 root 1.1 /* used. the upper four bits of movement data are not in effect when the monst*/
795 root 1.10
796 root 1.1 /* er has an enemy. these should only be used for non agressive monsters. */
797 root 1.10
798 root 1.1 /* to program a monsters movement add the attack movement numbers to the movem*/
799 root 1.10
800 root 1.1 /* ment numbers example a monster that moves in a circle until attacked and */
801 root 1.10
802 root 1.1 /* then attacks from a distance: */
803 root 1.10
804 root 1.1 /* CIRCLE1 = 32 */
805 root 1.10
806 root 1.1 /* + DISTATT = 1 */
807 root 1.10
808 root 1.1 /* ------------------- */
809 root 1.10
810 root 1.1 /* attack_movement = 33 */
811 root 1.10
812 root 1.1 /******************************************************************************/
813 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 root 1.1 /* attack from a distance - good for missile users only */
815 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
816     #define HITRUN 3 /* run to then hit player then run away cyclicly */
817     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
818     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
820     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
821     #define WAIT2 8 /* monster does not try to move towards player if far */
822 root 1.1 /* maintains comfortable distance */
823 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
824 root 1.1 /* are set to this number, the monster follows a player */
825     /* until the owner calls it back or off */
826     /* player followed denoted by 0b->owner */
827     /* the monster will try to attack whatever the player is */
828     /* attacking, and will continue to do so until the owner */
829     /* calls off the monster - a key command will be */
830     /* inserted to do so */
831 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
832 root 1.1 /* are set to this number, the monster will move in a */
833     /* circle until it is attacked, or the enemy field is */
834 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
835 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
836     #define PACEH 64 /* The Monster will pace back and forth until attacked */
837 root 1.1 /* this is HORIZONTAL movement */
838 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
839 root 1.1 /* pace area is longer and the monster stops before */
840     /* changing directions */
841     /* this is HORIZONTAL movement */
842 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
843 root 1.1 /* it is stopped by an obstacle, then it chooses another */
844     /* direction. */
845 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
846     #define PACEV 128 /* The Monster will pace back and forth until attacked */
847 root 1.1 /* this is VERTICAL movement */
848 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
849 root 1.1 /* pace area is longer and the monster stops before */
850     /* changing directions */
851     /* this is VERTICAL movement */
852 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853     #define HI4 240
854 root 1.1
855     /*
856     * Use of the state-variable in player objects:
857     */
858    
859 root 1.11 #define ST_PLAYING 0
860     #define ST_PLAY_AGAIN 1
861     #define ST_ROLL_STAT 2
862     #define ST_CHANGE_CLASS 3
863     #define ST_CONFIRM_QUIT 4
864     #define ST_CONFIGURE 5
865     #define ST_GET_NAME 6
866     #define ST_GET_PASSWORD 7
867     #define ST_CONFIRM_PASSWORD 8
868     #define ST_GET_PARTY_PASSWORD 10
869    
870     #define BLANK_FACE_NAME "blank.111"
871     #define EMPTY_FACE_NAME "empty.111"
872     #define DARK_FACE1_NAME "dark1.111"
873     #define DARK_FACE2_NAME "dark2.111"
874     #define DARK_FACE3_NAME "dark3.111"
875     #define SMOOTH_FACE_NAME "default_smoothed.111"
876 root 1.1
877     /*
878     * Defines for the luck/random functions to make things more readable
879     */
880    
881 root 1.11 #define PREFER_HIGH 1
882     #define PREFER_LOW 0
883 root 1.1
884     /* Simple function we use below to keep adding to the same string
885     * but also make sure we don't overwrite that string.
886     */
887 root 1.10 static inline void
888     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
889 root 1.1 {
890 root 1.10 if (*curlen == (maxlen - 1))
891     return;
892    
893     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
894     dest[maxlen - 1] = 0;
895     *curlen += strlen (orig);
896    
897     if (*curlen > (maxlen - 1))
898     *curlen = maxlen - 1;
899 root 1.1 }
900    
901    
902     /* The SAFE versions of these call the safe_strcat function above.
903     * Ideally, all functions should use the SAFE functions, but they
904     * require some extra support in the calling function to remain as
905     * efficient.
906     */
907 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 root 1.1 if(variable) { \
909     int i,j=0; \
910     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911     for(i=0; i<NROFATTACKS; i++) \
912     if(variable & (1<<i)) { \
913     if (j) \
914     safe_strcat(retbuf,", ", len, maxlen); \
915     else \
916     j = 1; \
917     safe_strcat(retbuf, attacks[i], len, maxlen); \
918     } \
919     safe_strcat(retbuf,")",len,maxlen); \
920     }
921 root 1.10
922 root 1.1
923     /* separated this from the common/item.c file. b.t. Dec 1995 */
924    
925 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
926 root 1.1 if(variable) { \
927     int i,j=0; \
928     strcat(retbuf,"(" name ": "); \
929     for(i=0; i<NROFATTACKS; i++) \
930     if(variable & (1<<i)) { \
931     if (j) \
932     strcat(retbuf,", "); \
933     else \
934     j = 1; \
935     strcat(retbuf, attacks[i]); \
936     } \
937     strcat(retbuf,")"); \
938     }
939 root 1.10
940    
941 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
942 root 1.1 if(variable) { \
943     int i,j=0; \
944     strcat(retbuf,"(" name ": "); \
945     for(i=0; i<NRSPELLPATHS; i++) \
946     if(variable & (1<<i)) { \
947     if (j) \
948     strcat(retbuf,", "); \
949     else \
950     j = 1; \
951     strcat(retbuf, spellpathnames[i]); \
952     } \
953     strcat(retbuf,")"); \
954     }
955    
956    
957 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 root 1.1 if(variable) { \
959     int i,j=0; \
960     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961     for(i=0; i<NRSPELLPATHS; i++) \
962     if(variable & (1<<i)) { \
963     if (j) \
964     safe_strcat(retbuf,", ", len, maxlen); \
965     else \
966     j = 1; \
967     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
968     } \
969     safe_strcat(retbuf,")", len, maxlen); \
970     }
971    
972     /* Flags for apply_special() */
973 root 1.10 enum apply_flag
974     {
975     /* Basic flags, always use one of these */
976     AP_NULL = 0,
977     AP_APPLY = 1,
978     AP_UNAPPLY = 2,
979 root 1.1
980 root 1.10 AP_BASIC_FLAGS = 15,
981 root 1.1
982     /* Optional flags, for bitwise or with a basic flag */
983 root 1.10 AP_NO_MERGE = 16,
984     AP_IGNORE_CURSE = 32,
985     AP_PRINT = 64 /* Print what to do, don't actually do it */
986     /* Note this is supported in all the functions */
987 root 1.1 };
988    
989     /* Bitmask values for 'can_apply_object()' return values.
990     * the CAN_APPLY_ prefix is to just note what function the
991     * are returned from.
992     *
993     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
994     * location who doesn't have.
995     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
996     * this basically means one of the FLAGS are set saying you can't
997     * use this.
998     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
999     * if this object can do anything to use this object. If the value
1000     * returned from can_apply_object() anded with the mask is non zero,
1001     * then it is out of the control of this creature to use the item.
1002     * otherwise it means that by unequipping stuff, they could apply the object
1003     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
1004     * this.
1005     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
1006     * unapplied before this can be applied. Think of switching to
1007     * a bow but you have a sword & shield - both the sword and
1008     * shield need to be uneqipped before you can do the bow.
1009     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
1010     * this one can be applied. Think of rings - human is wearing two
1011     * rings and tries to apply one - there are two possible rings he
1012     * could remove.
1013     *
1014     */
1015 root 1.11 #define CAN_APPLY_NEVER 0x1
1016     #define CAN_APPLY_RESTRICTION 0x2
1017     #define CAN_APPLY_NOT_MASK 0xf
1018     #define CAN_APPLY_UNAPPLY 0x10
1019     #define CAN_APPLY_UNAPPLY_MULT 0x20
1020     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 root 1.1
1022     /* Cut off point of when an object is put on the active list or not */
1023 root 1.11 #define MIN_ACTIVE_SPEED 0.00001
1024 root 1.1
1025     /*
1026     * random() is much better than rand(). If you have random(), use it instead.
1027     * You shouldn't need to change any of this
1028     *
1029     * 0.93.3: It looks like linux has random (previously, it was set below
1030     * to use rand). Perhaps old version of linux lack rand? IF you run into
1031     * problems, add || defined(__linux__) the #if immediately below.
1032     *
1033     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034     * here.
1035     */
1036    
1037 root 1.11 #ifdef HAVE_SRANDOM
1038     # define RANDOM() random()
1039     # define SRANDOM(xyz) srandom(xyz)
1040     #else
1041     # ifdef HAVE_SRAND48
1042     # define RANDOM() lrand48()
1043     # define SRANDOM(xyz) srand48(xyz)
1044 root 1.10 # else
1045 root 1.11 # ifdef HAVE_SRAND
1046     # define RANDOM() rand()
1047     # define SRANDOM(xyz) srand(xyz)
1048 root 1.1 # else
1049 root 1.11 # error "Could not find a usable random routine"
1050 root 1.1 # endif
1051 root 1.10 # endif
1052 root 1.11 #endif
1053 root 1.1
1054     /* Returns the weight of the given object. Note: it does not take the number of
1055     * items (nrof) into account.
1056     */
1057 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058 root 1.1
1059    
1060     /* Code fastening defines
1061     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062     * buf__ and increment buf__ position so it will point to the end of buf__.
1063     * the '\0' caracter will not be put at end of buf__.
1064     * use preparefastcat and finishfastcat on buf__ to prepare
1065     * and clean up the string. (Lots faster than doing each time...)
1066     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067     * keep in mind FAST_STRNCAT is faster since length of second argument is
1068     * kown in advance.
1069     */
1070    
1071 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 root 1.1
1076     /* You may uncomment following define to check sanity of code.
1077     * But use as debug only (loses all speed gained by those macros)
1078     */
1079 root 1.10
1080 root 1.1 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082    
1083 root 1.10
1084    
1085    
1086    
1087    
1088    
1089 root 1.1 /*
1090     * Warning!
1091     * If you add message types here, don't forget
1092     * to keep the client up to date too!
1093     */
1094 root 1.10
1095    
1096 root 1.1 /* message types */
1097 root 1.11 #define MSG_TYPE_BOOK 1
1098     #define MSG_TYPE_CARD 2
1099     #define MSG_TYPE_PAPER 3
1100     #define MSG_TYPE_SIGN 4
1101     #define MSG_TYPE_MONUMENT 5
1102     #define MSG_TYPE_SCRIPTED_DIALOG 6
1103     #define MSG_TYPE_MOTD 7
1104     #define MSG_TYPE_ADMIN 8
1105     #define MSG_TYPE_LAST 9
1106 root 1.1
1107 root 1.11 #define MSG_SUBTYPE_NONE 0
1108 root 1.1
1109     /* book messages subtypes */
1110 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
1111     #define MSG_TYPE_BOOK_CLASP_2 2
1112     #define MSG_TYPE_BOOK_ELEGANT_1 3
1113     #define MSG_TYPE_BOOK_ELEGANT_2 4
1114     #define MSG_TYPE_BOOK_QUARTO_1 5
1115     #define MSG_TYPE_BOOK_QUARTO_2 6
1116     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1119     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121 root 1.1
1122     /* card messages subtypes*/
1123 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1124     #define MSG_TYPE_CARD_SIMPLE_2 2
1125     #define MSG_TYPE_CARD_SIMPLE_3 3
1126     #define MSG_TYPE_CARD_ELEGANT_1 4
1127     #define MSG_TYPE_CARD_ELEGANT_2 5
1128     #define MSG_TYPE_CARD_ELEGANT_3 6
1129     #define MSG_TYPE_CARD_STRANGE_1 7
1130     #define MSG_TYPE_CARD_STRANGE_2 8
1131     #define MSG_TYPE_CARD_STRANGE_3 9
1132     #define MSG_TYPE_CARD_MONEY_1 10
1133     #define MSG_TYPE_CARD_MONEY_2 11
1134     #define MSG_TYPE_CARD_MONEY_3 12
1135 root 1.1
1136     /* Paper messages subtypes */
1137 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1138     #define MSG_TYPE_PAPER_NOTE_2 2
1139     #define MSG_TYPE_PAPER_NOTE_3 3
1140     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1145     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1146     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151 root 1.1
1152     /* road signs messages subtypes */
1153 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1154     #define MSG_TYPE_SIGN_DIR_LEFT 2
1155     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1156     #define MSG_TYPE_SIGN_DIR_BOTH 4
1157 root 1.1
1158     /* stones and monument messages */
1159 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1160     #define MSG_TYPE_MONUMENT_STONE_2 2
1161     #define MSG_TYPE_MONUMENT_STONE_3 3
1162     #define MSG_TYPE_MONUMENT_STATUE_1 4
1163     #define MSG_TYPE_MONUMENT_STATUE_2 5
1164     #define MSG_TYPE_MONUMENT_STATUE_3 6
1165     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168     #define MSG_TYPE_MONUMENT_WALL_1 10
1169     #define MSG_TYPE_MONUMENT_WALL_2 11
1170     #define MSG_TYPE_MONUMENT_WALL_3 12
1171 root 1.1
1172     /*some readable flags*/
1173    
1174     /* dialog messsage */
1175 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178 root 1.1
1179     /* admin messages */
1180 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1181     #define MSG_TYPE_ADMIN_NEWS 2
1182 root 1.1
1183     #endif /* DEFINE_H */
1184 root 1.11