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/cvs/deliantra/server/include/define.h
Revision: 1.111
Committed: Sun Nov 29 09:41:28 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.110: +146 -148 lines
Log Message:
speed is positive inside the server

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 root 1.11 #ifdef __NetBSD__
43     # include <sys/param.h>
44     #endif
45 root 1.1
46 root 1.106 #define MAXLEVEL 115 // for treasure calculations only
47    
48 root 1.61 // maximum length of an object name in the protocol
49     #define NAME_LEN 127
50 root 1.1
51 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
52     #define MIN_STAT 1 /* The minimum legal value of any stat */
53 root 1.10
54 root 1.54 //TODO: not only use more reasonable values, also enforce them
55 root 1.56 #define MIN_WC -120
56     #define MAX_WC 120
57     #define MIN_AC -120
58     #define MAX_AC 120
59 root 1.54 #define MIN_DAM 0
60 root 1.55 #define MAX_DAM 200
61 elmex 1.66 #define MIN_DIGESTION -35
62     #define MAX_DIGESTION 70
63 root 1.54
64 root 1.104 #define MAX_BUF 1024 /* Used for all kinds of things */
65 root 1.10
66 root 1.11 #define MAX_NAME 48
67 root 1.1
68 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
69 root 1.88
70 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
71 root 1.11 #define OUT_OF_MEMORY 0
72     #define MAP_ERROR 1
73 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
74 root 1.11 #define TOO_MANY_ERRORS 3
75 root 1.1
76     /* TYPE DEFINES */
77 root 1.10
78 root 1.1 /* Only add new values to this list if somewhere in the program code,
79     * it is actually needed. Just because you add a new monster does not
80     * mean it has to have a type defined here. That only needs to happen
81     * if in some .c file, it needs to do certain special actions based on
82     * the monster type, that can not be handled by any of the numerous
83     * flags
84     * Also, if you add new entries, try and fill up the holes in this list.
85     * Additionally, when you add a new entry, include it in the table in item.c
86     */
87    
88 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
89     * definitions)
90     */
91    
92 elmex 1.28 /* type 0 objects have the default behaviour */
93    
94 elmex 1.21 #define PLAYER 1
95     #define TRANSPORT 2 /* see pod/objects.pod */
96     #define ROD 3
97     #define TREASURE 4
98     #define POTION 5
99     #define FOOD 6
100     #define POISON 7
101     #define BOOK 8
102     #define CLOCK 9
103 root 1.75 //10
104     //11
105     //12
106 elmex 1.21 #define ARROW 13
107     #define BOW 14
108     #define WEAPON 15
109     #define ARMOUR 16
110     #define PEDESTAL 17
111     #define ALTAR 18
112 root 1.103 #define T_MATCH 19
113 elmex 1.21 #define LOCKED_DOOR 20
114     #define SPECIAL_KEY 21
115     #define MAP 22
116     #define DOOR 23
117     #define KEY 24
118 root 1.75 //25
119 elmex 1.21 #define TIMED_GATE 26
120     #define TRIGGER 27
121     #define GRIMREAPER 28
122     #define MAGIC_EAR 29
123     #define TRIGGER_BUTTON 30
124     #define TRIGGER_ALTAR 31
125     #define TRIGGER_PEDESTAL 32
126     #define SHIELD 33
127     #define HELMET 34
128     #define HORN 35
129     #define MONEY 36
130     #define CLASS 37 /* object for applying character class modifications to someone */
131     #define GRAVESTONE 38
132     #define AMULET 39
133     #define PLAYERMOVER 40
134     #define TELEPORTER 41
135     #define CREATOR 42
136     #define SKILL 43 /* also see SKILL_TOOL (74) below */
137 root 1.75 //44
138 elmex 1.21 #define EARTHWALL 45
139     #define GOLEM 46
140 root 1.75 //47
141 elmex 1.21 #define THROWN_OBJ 48
142     #define BLINDNESS 49
143     #define GOD 50
144     #define DETECTOR 51 /* peterm: detector is an object
145     * which notices the presense of
146     * another object and is triggered
147     * like buttons.
148     */
149     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
150     * force into a player with a specified string WHEN TRIGGERED.
151     */
152     #define DEAD_OBJECT 53
153     #define DRINK 54
154     #define MARKER 55 /* inserts an invisible, weightless
155     * force into a player with a specified string.
156     */
157     #define HOLY_ALTAR 56
158     #define PLAYER_CHANGER 57
159     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
160    
161     #define PEACEMAKER 59 /* Object owned by a player which can convert
162     * a monster into a peaceful being incapable of attack.
163     */
164     #define GEM 60
165 root 1.75 //61
166 elmex 1.21 #define FIREWALL 62
167     #define ANVIL 63
168     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
169 root 1.70 #define MOOD_FLOOR 65 /*
170 elmex 1.21 * values of last_sp set how to change:
171     * 0 = furious, all monsters become aggressive
172     * 1 = angry, all but friendly become aggressive
173     * 2 = calm, all aggressive monsters calm down
174     * 3 = sleep, all monsters fall asleep
175 root 1.70 * 4 = charm, monsters become pets
176     * 5 = destroy monsters
177     * 6 = destroy pets / friendlies
178     */
179 elmex 1.21 #define EXIT 66
180     #define ENCOUNTER 67
181     #define SHOP_FLOOR 68
182     #define SHOP_MAT 69
183     #define RING 70
184     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
185     #define FLESH 72 /* animal 'body parts' -b.t. */
186     #define INORGANIC 73 /* metals and minerals */
187     #define SKILL_TOOL 74 /* Allows the use of a skill */
188     #define LIGHTER 75
189 root 1.75 //76
190 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
191 root 1.75 //78
192 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
193     in the engine. Like statues, clocks, chairs,...
194     If perhaps we create a function where we can sit
195     on chairs, we create a new type and remove all
196     chairs from here. */
197 root 1.75 //80
198 elmex 1.101 #define TORCH 81 /* a torch */
199 elmex 1.21 #define LAMP 82 /* a lamp */
200     #define DUPLICATOR 83 /* duplicator/multiplier object */
201 root 1.75 //84
202 elmex 1.21 #define SPELLBOOK 85
203 root 1.75 //86
204 elmex 1.21 #define CLOAK 87
205 root 1.75 //88
206     //89
207 elmex 1.21 #define SPINNER 90
208     #define GATE 91
209     #define BUTTON 92
210 root 1.103 #define T_HANDLE 93
211 elmex 1.21 #define HOLE 94
212     #define TRAPDOOR 95
213 root 1.75 //96
214     //97
215 elmex 1.21 #define SIGN 98
216     #define BOOTS 99
217     #define GLOVES 100
218     #define SPELL 101
219     #define SPELL_EFFECT 102
220     #define CONVERTER 103
221     #define BRACERS 104
222     #define POISONING 105
223     #define SAVEBED 106
224 root 1.75 //107
225     //108
226 elmex 1.21 #define WAND 109
227 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
228 elmex 1.21 #define SCROLL 111
229     #define DIRECTOR 112
230     #define GIRDLE 113
231     #define FORCE 114
232     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
233     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
234 root 1.75 //117
235     //118
236     //119
237     //120
238 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
239     #define CONTAINER 122
240     #define ARMOUR_IMPROVER 123
241     #define WEAPON_IMPROVER 124
242 root 1.75 //125
243     //126
244     //127
245     //128
246     //129
247 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
248 root 1.75 //131
249     //132
250     //133
251     //134
252     //135
253     //136
254     //137
255 elmex 1.21 #define DEEP_SWAMP 138
256     #define IDENTIFY_ALTAR 139
257 root 1.75 //140
258     //141
259     //142
260     //143
261     //144
262     //145
263     //146
264     //147
265     //148
266     //149
267 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
268 root 1.75 //151
269     //152
270     //153
271 elmex 1.21 #define RUNE 154
272     #define TRAP 155
273     #define POWER_CRYSTAL 156
274     #define CORPSE 157
275     #define DISEASE 158
276     #define SYMPTOM 159
277     #define BUILDER 160 /* Generic item builder, see subtypes */
278     #define MATERIAL 161 /* Material for building */
279 root 1.75 //162
280 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
281 root 1.99 #define MAPSCRIPT 164 /* A perl-scripted connectable */
282 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
283     potions, alchemy, or magic works here (elmex) */
284 root 1.10
285 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
286    
287 root 1.1 /* END TYPE DEFINE */
288    
289 root 1.75 // maximum supported subtype number + 1, can be increased to 256
290     // currently (2007-09) in use: 50
291     #define NUM_SUBTYPES 64
292 root 1.7
293 root 1.1 /* Subtypes for BUILDER */
294 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
295     #define ST_BD_REMOVE 2 /* Removes an item */
296 root 1.1
297     /* Subtypes for MATERIAL */
298 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
299     #define ST_MAT_WALL 2 /* Wall */
300     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
301 root 1.1
302     /* definitions for weapontypes */
303    
304 root 1.11 #define WEAP_HIT 0 /* the basic */
305     #define WEAP_SLASH 1 /* slash */
306     #define WEAP_PIERCE 2 /* arrows, stiletto */
307     #define WEAP_CLEAVE 3 /* axe */
308     #define WEAP_SLICE 4 /* katana */
309     #define WEAP_STAB 5 /* knife, dagger */
310     #define WEAP_WHIP 6 /* whips n chains */
311     #define WEAP_CRUSH 7 /* big hammers, flails */
312     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
313 root 1.10
314     typedef struct typedata
315     {
316     int number;
317     const char *name;
318     const char *name_pl;
319     int identifyskill;
320     int identifyskill2;
321 root 1.1 } typedata;
322    
323     extern const int ItemTypesSize;
324     extern typedata ItemTypes[];
325    
326     /* definitions for detailed pickup descriptions.
327     * The objective is to define intelligent groups of items that the
328     * user can pick up or leave as he likes. */
329    
330     /* high bit as flag for new pickup options */
331 root 1.11 #define PU_NOTHING 0x00000000
332 root 1.1
333 root 1.11 #define PU_DEBUG 0x10000000
334     #define PU_INHIBIT 0x20000000
335     #define PU_STOP 0x40000000
336 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
337 root 1.11
338     #define PU_RATIO 0x0000000F
339    
340     #define PU_FOOD 0x00000010
341     #define PU_DRINK 0x00000020
342     #define PU_VALUABLES 0x00000040
343     #define PU_BOW 0x00000080
344    
345     #define PU_ARROW 0x00000100
346     #define PU_HELMET 0x00000200
347     #define PU_SHIELD 0x00000400
348     #define PU_ARMOUR 0x00000800
349    
350     #define PU_BOOTS 0x00001000
351     #define PU_GLOVES 0x00002000
352     #define PU_CLOAK 0x00004000
353     #define PU_KEY 0x00008000
354    
355     #define PU_MISSILEWEAPON 0x00010000
356     #define PU_ALLWEAPON 0x00020000
357     #define PU_MAGICAL 0x00040000
358     #define PU_POTION 0x00080000
359    
360     #define PU_SPELLBOOK 0x00100000
361     #define PU_SKILLSCROLL 0x00200000
362     #define PU_READABLES 0x00400000
363     #define PU_MAGIC_DEVICE 0x00800000
364 root 1.1
365 root 1.11 #define PU_NOT_CURSED 0x01000000
366     #define PU_JEWELS 0x02000000
367 root 1.13 #define PU_FLESH 0x04000000
368 root 1.1
369    
370     /* Instead of using arbitrary constants for indexing the
371     * freearr, add these values. <= SIZEOFFREE1 will get you
372     * within 1 space. <= SIZEOFFREE2 wll get you withing
373     * 2 spaces, and the entire array (< SIZEOFFREE) is
374     * three spaces
375     */
376 root 1.84 #define SIZEOFFREE0 0
377 root 1.83 #define SIZEOFFREE1 8
378 root 1.11 #define SIZEOFFREE2 24
379 root 1.84 #define SIZEOFFREE3 48
380 root 1.83 #define SIZEOFFREE 49
381 root 1.1
382 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
383 root 1.1
384 root 1.19 /*
385     * If any FLAG's are added or changed, make sure the flag_names structure in
386 root 1.95 * common/loader.C is updated.
387 root 1.1 */
388 root 1.10
389 root 1.1 /* Basic routines to do above */
390 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
391     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
392     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
393 root 1.10
394 root 1.1 /* the flags */
395    
396 root 1.111 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
397     #define FLAG_WIZ 1 /* Object has special privilegies */
398     #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
399     #define FLAG_FREED 3 /* Object is in the list of free objects */
400     #define FLAG_WIZLOOK 4 /* disable los and lighting */
401     #define FLAG_APPLIED 5 /* Object is ready for use by living */
402     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
403     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
404    
405     #define FLAG_NO_PICK 8 /* Object can't be picked up */
406    
407     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
408     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
409    
410     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
411    
412     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
413     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414     #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
415    
416     #define FLAG_MONSTER 14 /* Will attack players */
417     #define FLAG_FRIENDLY 15 /* Will help players */
418     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
419     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
420     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
421     #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
422     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
423     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
424     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
425     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
426     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
427    
428     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
429     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
430     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
431    
432     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
433     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
434     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
435     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
436     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
437     #define FLAG_HITBACK 33 /* Object will hit back when hit */
438     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
439     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
440     #define FLAG_UNDEAD 36 /* Monster is undead */
441     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
442     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
443     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
444     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
445    
446     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
447     //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
448     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
449     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
450     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
451     but can still attack at a distance */
452    
453     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
454     thru this object as if it wasn't there */
455     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
456    
457     #define FLAG_PICK_UP 48 /* Can pick up */
458     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
459     #define FLAG_NO_DROP 50 /* Object can't be dropped */
460     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
461    
462     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
463     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
464     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
465     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
466     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
467     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
468     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
469     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
470     #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471    
472     #define FLAG_XRAYS 61 /* X-ray vision */
473     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
474     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
475    
476     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
477     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
478     #define FLAG_SLEEP 66 /* NPC is sleeping */
479     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
480     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
481     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
482     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
483     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
484    
485     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
486     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
487     #define FLAG_CURSED 74 /* The object is cursed */
488     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
489     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
490     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
491     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
492     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
493    
494     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
495     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
496     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
497    
498     #define FLAG_PRECIOUS 83 // object is precious (pets)
499     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
500     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
501     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
502    
503     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
504     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
505     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
506     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
507     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
508     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
509     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
510     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
511    
512     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
513    
514     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
515     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
516     * away (replaces ghosthit)
517     */
518     #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
519    
520     #define FLAG_BERSERK 99 /* monster will attack closest living
521     object */
522     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
523     #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
524     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
525     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
526     * load_original_map() */
527     #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
528     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
529     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
530     #define FLAG_IS_WATER 107
531     #define FLAG_CONTENT_ON_GEN 108
532     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
533     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
534     #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
535     #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
536    
537     #define NUM_FLAGS 113 /* Should always be equal to the last
538     * defined flag + 1. If you change this,
539     * make sure you update the flag_links
540     * in common/loader.l
541     */
542 root 1.1
543     /* If you add new movement types, you may need to update
544     * describe_item() so properly describe those types.
545     * change_abil() probably should be updated also.
546     */
547 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
548     #define MOVE_FLY_LOW 0x02 /* Low flying object */
549     #define MOVE_FLY_HIGH 0x04 /* High flying object */
550     #define MOVE_FLYING 0x06
551 root 1.10 /* Combo of fly_low and fly_high */
552 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
553 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
554 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
555 root 1.50
556     #define MOVE_ALL 0x3f /* Mask of all movement types */
557 root 1.1
558     /* typdef here to define type large enough to hold bitmask of
559     * all movement types. Make one declaration so easy to update.
560     */
561 root 1.10 typedef unsigned char MoveType;
562 root 1.1
563     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
564     * Basically, ob2 has to block all of ob1 movement types.
565     */
566 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
567 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
568    
569     /* Basic macro to see if if ob1 can not move onto a space based
570     * on the 'type' move_block parameter
571     * Add check - if type is 0, don't stop anything from moving
572     * onto it.
573     *
574     */
575 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
576 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
577 root 1.1
578 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
579 root 1.1
580 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
581     #define EXIT_LEVEL(xyz) (xyz)->stats.food
582     #define EXIT_X(xyz) (xyz)->stats.hp
583     #define EXIT_Y(xyz) (xyz)->stats.sp
584     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
585     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
586 root 1.1
587     /* for use by the lighting code */
588 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
589 root 1.8 * large values allow objects that can
590     * slow down the game */
591 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
592 root 1.10 * practical reason to exceed this */
593 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
594     #define LOS_BLOCKED 100 /* fully blocked spaces */
595 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
596 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
597 root 1.93 // player position in blocked_los code
598     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
599     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
600    
601 root 1.1
602 root 1.11 #define F_BUY 0
603     #define F_SELL 1
604     #define F_TRUE 2 /* True value of item, unadjusted */
605     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
606     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
607     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
608     #define F_APPROX 32 /* flag to give a guess of item value */
609     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
610    
611     #define DIRX(xyz) freearr_x[(xyz)->direction]
612     #define DIRY(xyz) freearr_y[(xyz)->direction]
613    
614     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
615     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
616     #define WEAPON_SPEED(xyz) (xyz)->last_sp
617 root 1.1
618     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
619     each of them signed char, concatenated in a int16 */
620 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
621     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
622     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
623 root 1.72
624 root 1.11 #define FIRE_DIRECTIONAL 0
625     #define FIRE_POSITIONAL 1
626 root 1.1
627     /******************************************************************************/
628     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
629     /******************************************************************************/
630     /* if your monsters start acting wierd, mail me */
631     /******************************************************************************/
632     /* the following definitions are for the attack_movement variable in monsters */
633     /* if the attack_variable movement is left out of the monster archetype, or is*/
634     /* set to zero */
635     /* the standard mode of movement from previous versions of crossfire will be */
636     /* used. the upper four bits of movement data are not in effect when the monst*/
637     /* er has an enemy. these should only be used for non agressive monsters. */
638     /* to program a monsters movement add the attack movement numbers to the movem*/
639     /* ment numbers example a monster that moves in a circle until attacked and */
640     /* then attacks from a distance: */
641     /* CIRCLE1 = 32 */
642     /* + DISTATT = 1 */
643     /* ------------------- */
644     /* attack_movement = 33 */
645     /******************************************************************************/
646 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
647 root 1.1 /* attack from a distance - good for missile users only */
648 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
649     #define HITRUN 3 /* run to then hit player then run away cyclicly */
650     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
651     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
652     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
653     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
654     #define WAIT2 8 /* monster does not try to move towards player if far */
655 root 1.1 /* maintains comfortable distance */
656 root 1.96
657     #define PETMOVE 16 /* if the upper four bits of attack_movement */
658 root 1.1 /* are set to this number, the monster follows a player */
659     /* until the owner calls it back or off */
660     /* player followed denoted by 0b->owner */
661     /* the monster will try to attack whatever the player is */
662     /* attacking, and will continue to do so until the owner */
663     /* calls off the monster - a key command will be */
664     /* inserted to do so */
665 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
666 root 1.1 /* are set to this number, the monster will move in a */
667     /* circle until it is attacked, or the enemy field is */
668 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
669 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
670     #define PACEH 64 /* The Monster will pace back and forth until attacked */
671 root 1.1 /* this is HORIZONTAL movement */
672 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
673 root 1.1 /* pace area is longer and the monster stops before */
674     /* changing directions */
675     /* this is HORIZONTAL movement */
676 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
677 root 1.1 /* it is stopped by an obstacle, then it chooses another */
678     /* direction. */
679 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
680     #define PACEV 128 /* The Monster will pace back and forth until attacked */
681 root 1.1 /* this is VERTICAL movement */
682 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
683 root 1.1 /* pace area is longer and the monster stops before */
684     /* changing directions */
685     /* this is VERTICAL movement */
686 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
687 root 1.11 #define HI4 240
688 root 1.1
689 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
690     #define EMPTY_FACE_NAME "empty.x11"
691 root 1.1
692     /*
693     * Defines for the luck/random functions to make things more readable
694     */
695    
696 root 1.11 #define PREFER_HIGH 1
697     #define PREFER_LOW 0
698 root 1.1
699     /* Flags for apply_special() */
700 root 1.10 enum apply_flag
701     {
702 root 1.58 /* Basic flags/mode, always use one of these */
703     AP_TOGGLE = 0,
704     AP_APPLY = 1,
705 root 1.10 AP_UNAPPLY = 2,
706 root 1.1
707 root 1.58 AP_BASIC_FLAGS = 0x0f,
708 root 1.1
709     /* Optional flags, for bitwise or with a basic flag */
710 root 1.58 AP_NO_MERGE = 0x10,
711     AP_IGNORE_CURSE = 0x20,
712     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
713     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
714 root 1.1 };
715    
716     /* Bitmask values for 'can_apply_object()' return values.
717     * the CAN_APPLY_ prefix is to just note what function the
718     * are returned from.
719     *
720     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
721     * location who doesn't have.
722     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
723     * this basically means one of the FLAGS are set saying you can't
724     * use this.
725     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
726     * if this object can do anything to use this object. If the value
727     * returned from can_apply_object() anded with the mask is non zero,
728     * then it is out of the control of this creature to use the item.
729     * otherwise it means that by unequipping stuff, they could apply the object
730     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
731     * this.
732     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
733     * unapplied before this can be applied. Think of switching to
734     * a bow but you have a sword & shield - both the sword and
735     * shield need to be uneqipped before you can do the bow.
736     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
737     * this one can be applied. Think of rings - human is wearing two
738     * rings and tries to apply one - there are two possible rings he
739     * could remove.
740     *
741     */
742 root 1.11 #define CAN_APPLY_NEVER 0x1
743     #define CAN_APPLY_RESTRICTION 0x2
744     #define CAN_APPLY_NOT_MASK 0xf
745     #define CAN_APPLY_UNAPPLY 0x10
746     #define CAN_APPLY_UNAPPLY_MULT 0x20
747     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
748 root 1.1
749 root 1.63 // Cut off point of when an object is put on the active list or not
750     // we use 2**-n because that can be represented exactly
751     // also make sure that this is a float, not double, constant
752     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
753 root 1.1
754 root 1.110 /* have mercy on players and guarantee a somewhat higher speed */
755     #define MIN_PLAYER_SPEED 0.04f
756    
757 root 1.1 /*
758     * Warning!
759     * If you add message types here, don't forget
760     * to keep the client up to date too!
761     */
762 root 1.10
763 root 1.1 /* message types */
764 root 1.11 #define MSG_TYPE_BOOK 1
765     #define MSG_TYPE_CARD 2
766     #define MSG_TYPE_PAPER 3
767     #define MSG_TYPE_SIGN 4
768     #define MSG_TYPE_MONUMENT 5
769     #define MSG_TYPE_SCRIPTED_DIALOG 6
770     #define MSG_TYPE_MOTD 7
771     #define MSG_TYPE_ADMIN 8
772     #define MSG_TYPE_LAST 9
773 root 1.1
774 root 1.11 #define MSG_SUBTYPE_NONE 0
775 root 1.1
776     /* book messages subtypes */
777 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
778     #define MSG_TYPE_BOOK_CLASP_2 2
779     #define MSG_TYPE_BOOK_ELEGANT_1 3
780     #define MSG_TYPE_BOOK_ELEGANT_2 4
781     #define MSG_TYPE_BOOK_QUARTO_1 5
782     #define MSG_TYPE_BOOK_QUARTO_2 6
783     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
784     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
785     #define MSG_TYPE_BOOK_SPELL_PYRO 9
786     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
787     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
788 root 1.1
789     /* card messages subtypes*/
790 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
791     #define MSG_TYPE_CARD_SIMPLE_2 2
792     #define MSG_TYPE_CARD_SIMPLE_3 3
793     #define MSG_TYPE_CARD_ELEGANT_1 4
794     #define MSG_TYPE_CARD_ELEGANT_2 5
795     #define MSG_TYPE_CARD_ELEGANT_3 6
796     #define MSG_TYPE_CARD_STRANGE_1 7
797     #define MSG_TYPE_CARD_STRANGE_2 8
798     #define MSG_TYPE_CARD_STRANGE_3 9
799     #define MSG_TYPE_CARD_MONEY_1 10
800     #define MSG_TYPE_CARD_MONEY_2 11
801     #define MSG_TYPE_CARD_MONEY_3 12
802 root 1.1
803     /* Paper messages subtypes */
804 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
805     #define MSG_TYPE_PAPER_NOTE_2 2
806     #define MSG_TYPE_PAPER_NOTE_3 3
807     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
808     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
809     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
810     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
811     #define MSG_TYPE_PAPER_ENVELOPE_1 8
812     #define MSG_TYPE_PAPER_ENVELOPE_2 9
813     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
814     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
815     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
816     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
817     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
818 root 1.1
819     /* road signs messages subtypes */
820 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
821     #define MSG_TYPE_SIGN_DIR_LEFT 2
822     #define MSG_TYPE_SIGN_DIR_RIGHT 3
823     #define MSG_TYPE_SIGN_DIR_BOTH 4
824 root 1.1
825     /* stones and monument messages */
826 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
827     #define MSG_TYPE_MONUMENT_STONE_2 2
828     #define MSG_TYPE_MONUMENT_STONE_3 3
829     #define MSG_TYPE_MONUMENT_STATUE_1 4
830     #define MSG_TYPE_MONUMENT_STATUE_2 5
831     #define MSG_TYPE_MONUMENT_STATUE_3 6
832     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
833     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
834     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
835     #define MSG_TYPE_MONUMENT_WALL_1 10
836     #define MSG_TYPE_MONUMENT_WALL_2 11
837     #define MSG_TYPE_MONUMENT_WALL_3 12
838 root 1.1
839     /*some readable flags*/
840    
841     /* dialog messsage */
842 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
843     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
844     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
845 root 1.1
846     /* admin messages */
847 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
848     #define MSG_TYPE_ADMIN_NEWS 2
849 root 1.1
850 root 1.67 /**
851     * Maximum distance a player may hear a sound from.
852 root 1.100 * This is only used for client/server sound and say. If the sound source
853 root 1.67 * on the map is farther away than this, we don't sent it to the client.
854     */
855     #define MAX_SOUND_DISTANCE 16
856    
857 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
858     #define INFO_CHANNEL "info" // lower_left box
859 root 1.94 #define SAY_CHANNEL "say"
860     #define CHAT_CHANNEL "chat"
861 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
862 root 1.69
863     /* The following are the color flags passed to new_draw_info.
864     *
865     * We also set up some control flags
866     *
867     * NDI = New Draw Info
868     */
869    
870     /* Color specifications - note these match the order in xutil.c */
871     /* Note 2: Black, the default color, is 0. Thus, it does not need to
872     * be implicitly specified.
873     */
874     #define NDI_BLACK 0
875     #define NDI_WHITE 1
876     #define NDI_NAVY 2
877     #define NDI_RED 3
878     #define NDI_ORANGE 4
879     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
880     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
881     #define NDI_GREEN 7 /* SeaGreen */
882     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
883     /* Than seagreen - also background color */
884     #define NDI_GREY 9
885     #define NDI_BROWN 10 /* Sienna */
886     #define NDI_GOLD 11
887     #define NDI_TAN 12 /* Khaki */
888    
889     #define NDI_MAX_COLOR 12 /* Last value in */
890     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
891     /* using an int anyways, so we have the space */
892     /* to still do all the flags */
893    
894     #define NDI_REPLY 0x20 // is a direct reply to a user command
895 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
896     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
897     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
898 root 1.69
899     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
900     #define NDI_ALL 0x2000 /* Inform all players of this message */
901     #define NDI_DEF 0x4000 // ignore colour for channel protocol
902 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
903 root 1.69
904 root 1.1 #endif /* DEFINE_H */
905 root 1.11