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Revision: 1.117
Committed: Fri Apr 2 03:41:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.116: +10 -8 lines
Log Message:
preliminary check-in with dbeugging code

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 1.113 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.114 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 1.117 #define MAX_FOOD 999
55    
56 root 1.54 //TODO: not only use more reasonable values, also enforce them
57 root 1.56 #define MIN_WC -120
58     #define MAX_WC 120
59     #define MIN_AC -120
60     #define MAX_AC 120
61 root 1.54 #define MIN_DAM 0
62 root 1.55 #define MAX_DAM 200
63 elmex 1.66 #define MIN_DIGESTION -35
64     #define MAX_DIGESTION 70
65 root 1.54
66 root 1.104 #define MAX_BUF 1024 /* Used for all kinds of things */
67 root 1.10
68 root 1.11 #define MAX_NAME 48
69 root 1.1
70 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
71 root 1.88
72 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
73 root 1.11 #define OUT_OF_MEMORY 0
74     #define MAP_ERROR 1
75 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
76 root 1.11 #define TOO_MANY_ERRORS 3
77 root 1.1
78     /* TYPE DEFINES */
79 root 1.10
80 root 1.1 /* Only add new values to this list if somewhere in the program code,
81     * it is actually needed. Just because you add a new monster does not
82     * mean it has to have a type defined here. That only needs to happen
83     * if in some .c file, it needs to do certain special actions based on
84     * the monster type, that can not be handled by any of the numerous
85     * flags
86     * Also, if you add new entries, try and fill up the holes in this list.
87     * Additionally, when you add a new entry, include it in the table in item.c
88     */
89    
90 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
91     * definitions)
92     */
93    
94 elmex 1.28 /* type 0 objects have the default behaviour */
95    
96 elmex 1.21 #define PLAYER 1
97     #define TRANSPORT 2 /* see pod/objects.pod */
98     #define ROD 3
99     #define TREASURE 4
100     #define POTION 5
101     #define FOOD 6
102     #define POISON 7
103     #define BOOK 8
104     #define CLOCK 9
105 root 1.116 #define VEIN 10 // deliantra: mineral/ore/whatever vein
106 root 1.117 #define RANGED 11 // deliantra: other range item (skill based)
107 root 1.75 //12
108 elmex 1.21 #define ARROW 13
109     #define BOW 14
110     #define WEAPON 15
111     #define ARMOUR 16
112     #define PEDESTAL 17
113     #define ALTAR 18
114 root 1.103 #define T_MATCH 19
115 elmex 1.21 #define LOCKED_DOOR 20
116     #define SPECIAL_KEY 21
117     #define MAP 22
118     #define DOOR 23
119     #define KEY 24
120 root 1.75 //25
121 elmex 1.21 #define TIMED_GATE 26
122     #define TRIGGER 27
123     #define GRIMREAPER 28
124     #define MAGIC_EAR 29
125     #define TRIGGER_BUTTON 30
126     #define TRIGGER_ALTAR 31
127     #define TRIGGER_PEDESTAL 32
128     #define SHIELD 33
129     #define HELMET 34
130     #define HORN 35
131     #define MONEY 36
132     #define CLASS 37 /* object for applying character class modifications to someone */
133     #define GRAVESTONE 38
134     #define AMULET 39
135     #define PLAYERMOVER 40
136     #define TELEPORTER 41
137     #define CREATOR 42
138     #define SKILL 43 /* also see SKILL_TOOL (74) below */
139 root 1.75 //44
140 elmex 1.21 #define EARTHWALL 45
141     #define GOLEM 46
142 root 1.75 //47
143 elmex 1.21 #define THROWN_OBJ 48
144     #define BLINDNESS 49
145     #define GOD 50
146     #define DETECTOR 51 /* peterm: detector is an object
147     * which notices the presense of
148     * another object and is triggered
149     * like buttons.
150     */
151     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
152     * force into a player with a specified string WHEN TRIGGERED.
153     */
154     #define DEAD_OBJECT 53
155     #define DRINK 54
156     #define MARKER 55 /* inserts an invisible, weightless
157     * force into a player with a specified string.
158     */
159     #define HOLY_ALTAR 56
160     #define PLAYER_CHANGER 57
161     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
162    
163     #define PEACEMAKER 59 /* Object owned by a player which can convert
164     * a monster into a peaceful being incapable of attack.
165     */
166     #define GEM 60
167 root 1.75 //61
168 elmex 1.21 #define FIREWALL 62
169     #define ANVIL 63
170     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
171 root 1.70 #define MOOD_FLOOR 65 /*
172 elmex 1.21 * values of last_sp set how to change:
173     * 0 = furious, all monsters become aggressive
174     * 1 = angry, all but friendly become aggressive
175     * 2 = calm, all aggressive monsters calm down
176     * 3 = sleep, all monsters fall asleep
177 root 1.70 * 4 = charm, monsters become pets
178     * 5 = destroy monsters
179     * 6 = destroy pets / friendlies
180     */
181 elmex 1.21 #define EXIT 66
182     #define ENCOUNTER 67
183     #define SHOP_FLOOR 68
184     #define SHOP_MAT 69
185     #define RING 70
186     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
187     #define FLESH 72 /* animal 'body parts' -b.t. */
188     #define INORGANIC 73 /* metals and minerals */
189     #define SKILL_TOOL 74 /* Allows the use of a skill */
190     #define LIGHTER 75
191 root 1.75 //76
192 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
193 root 1.75 //78
194 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
195     in the engine. Like statues, clocks, chairs,...
196     If perhaps we create a function where we can sit
197     on chairs, we create a new type and remove all
198     chairs from here. */
199 root 1.75 //80
200 elmex 1.101 #define TORCH 81 /* a torch */
201 elmex 1.21 #define LAMP 82 /* a lamp */
202     #define DUPLICATOR 83 /* duplicator/multiplier object */
203 root 1.75 //84
204 elmex 1.21 #define SPELLBOOK 85
205 root 1.75 //86
206 elmex 1.21 #define CLOAK 87
207 root 1.75 //88
208     //89
209 elmex 1.21 #define SPINNER 90
210     #define GATE 91
211     #define BUTTON 92
212 root 1.103 #define T_HANDLE 93
213 elmex 1.21 #define HOLE 94
214     #define TRAPDOOR 95
215 root 1.75 //96
216     //97
217 elmex 1.21 #define SIGN 98
218     #define BOOTS 99
219     #define GLOVES 100
220     #define SPELL 101
221     #define SPELL_EFFECT 102
222     #define CONVERTER 103
223     #define BRACERS 104
224     #define POISONING 105
225     #define SAVEBED 106
226 root 1.75 //107
227     //108
228 elmex 1.21 #define WAND 109
229 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
230 elmex 1.21 #define SCROLL 111
231     #define DIRECTOR 112
232     #define GIRDLE 113
233     #define FORCE 114
234     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
235     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
236 root 1.75 //117
237     //118
238     //119
239     //120
240 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
241     #define CONTAINER 122
242     #define ARMOUR_IMPROVER 123
243     #define WEAPON_IMPROVER 124
244 root 1.75 //125
245     //126
246     //127
247     //128
248     //129
249 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250 root 1.75 //131
251     //132
252     //133
253     //134
254     //135
255     //136
256     //137
257 elmex 1.21 #define DEEP_SWAMP 138
258     #define IDENTIFY_ALTAR 139
259 root 1.75 //140
260     //141
261     //142
262     //143
263     //144
264     //145
265     //146
266     //147
267     //148
268     //149
269 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
270 root 1.75 //151
271     //152
272     //153
273 elmex 1.21 #define RUNE 154
274     #define TRAP 155
275     #define POWER_CRYSTAL 156
276     #define CORPSE 157
277     #define DISEASE 158
278     #define SYMPTOM 159
279     #define BUILDER 160 /* Generic item builder, see subtypes */
280     #define MATERIAL 161 /* Material for building */
281 root 1.75 //162
282 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
283 root 1.99 #define MAPSCRIPT 164 /* A perl-scripted connectable */
284 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
285     potions, alchemy, or magic works here (elmex) */
286 root 1.10
287 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
288    
289 root 1.1 /* END TYPE DEFINE */
290    
291 root 1.75 // maximum supported subtype number + 1, can be increased to 256
292     // currently (2007-09) in use: 50
293     #define NUM_SUBTYPES 64
294 root 1.7
295 root 1.1 /* Subtypes for BUILDER */
296 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
297     #define ST_BD_REMOVE 2 /* Removes an item */
298 root 1.1
299     /* Subtypes for MATERIAL */
300 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
301     #define ST_MAT_WALL 2 /* Wall */
302     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
303 root 1.1
304     /* definitions for weapontypes */
305    
306 root 1.11 #define WEAP_HIT 0 /* the basic */
307     #define WEAP_SLASH 1 /* slash */
308     #define WEAP_PIERCE 2 /* arrows, stiletto */
309     #define WEAP_CLEAVE 3 /* axe */
310     #define WEAP_SLICE 4 /* katana */
311     #define WEAP_STAB 5 /* knife, dagger */
312     #define WEAP_WHIP 6 /* whips n chains */
313     #define WEAP_CRUSH 7 /* big hammers, flails */
314     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
315 root 1.10
316     typedef struct typedata
317     {
318     int number;
319     const char *name;
320     const char *name_pl;
321     int identifyskill;
322     int identifyskill2;
323 root 1.1 } typedata;
324    
325     extern const int ItemTypesSize;
326     extern typedata ItemTypes[];
327    
328     /* definitions for detailed pickup descriptions.
329     * The objective is to define intelligent groups of items that the
330     * user can pick up or leave as he likes. */
331    
332     /* high bit as flag for new pickup options */
333 root 1.11 #define PU_NOTHING 0x00000000
334 root 1.1
335 root 1.11 #define PU_DEBUG 0x10000000
336     #define PU_INHIBIT 0x20000000
337     #define PU_STOP 0x40000000
338 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
339 root 1.11
340     #define PU_RATIO 0x0000000F
341    
342     #define PU_FOOD 0x00000010
343     #define PU_DRINK 0x00000020
344     #define PU_VALUABLES 0x00000040
345     #define PU_BOW 0x00000080
346    
347     #define PU_ARROW 0x00000100
348     #define PU_HELMET 0x00000200
349     #define PU_SHIELD 0x00000400
350     #define PU_ARMOUR 0x00000800
351    
352     #define PU_BOOTS 0x00001000
353     #define PU_GLOVES 0x00002000
354     #define PU_CLOAK 0x00004000
355     #define PU_KEY 0x00008000
356    
357     #define PU_MISSILEWEAPON 0x00010000
358     #define PU_ALLWEAPON 0x00020000
359     #define PU_MAGICAL 0x00040000
360     #define PU_POTION 0x00080000
361    
362     #define PU_SPELLBOOK 0x00100000
363     #define PU_SKILLSCROLL 0x00200000
364     #define PU_READABLES 0x00400000
365     #define PU_MAGIC_DEVICE 0x00800000
366 root 1.1
367 root 1.11 #define PU_NOT_CURSED 0x01000000
368     #define PU_JEWELS 0x02000000
369 root 1.13 #define PU_FLESH 0x04000000
370 root 1.1
371    
372     /* Instead of using arbitrary constants for indexing the
373     * freearr, add these values. <= SIZEOFFREE1 will get you
374     * within 1 space. <= SIZEOFFREE2 wll get you withing
375     * 2 spaces, and the entire array (< SIZEOFFREE) is
376     * three spaces
377     */
378 root 1.84 #define SIZEOFFREE0 0
379 root 1.83 #define SIZEOFFREE1 8
380 root 1.11 #define SIZEOFFREE2 24
381 root 1.84 #define SIZEOFFREE3 48
382 root 1.83 #define SIZEOFFREE 49
383 root 1.1
384 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
385 root 1.1
386 root 1.19 /*
387     * If any FLAG's are added or changed, make sure the flag_names structure in
388 root 1.95 * common/loader.C is updated.
389 root 1.1 */
390 root 1.10
391 root 1.1 /* Basic routines to do above */
392 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
393     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
394     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
395 root 1.10
396 root 1.1 /* the flags */
397    
398 root 1.111 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
399     #define FLAG_WIZ 1 /* Object has special privilegies */
400     #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
401     #define FLAG_FREED 3 /* Object is in the list of free objects */
402     #define FLAG_WIZLOOK 4 /* disable los and lighting */
403     #define FLAG_APPLIED 5 /* Object is ready for use by living */
404     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
405     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
406    
407     #define FLAG_NO_PICK 8 /* Object can't be picked up */
408 root 1.117 #define FLAG_APPLY_ALWAYS 9 /* always apply effects (was: FLAG_WALK_ON) */
409 root 1.111
410     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
411    
412     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
413    
414     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
415     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
416     #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
417    
418     #define FLAG_MONSTER 14 /* Will attack players */
419     #define FLAG_FRIENDLY 15 /* Will help players */
420     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
421     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
422     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
423     #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
424     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
425     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
426     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
427     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
428     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
429    
430     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
431     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
432     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
433    
434     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
435     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
436     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
437     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
438     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
439     #define FLAG_HITBACK 33 /* Object will hit back when hit */
440     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
441     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
442     #define FLAG_UNDEAD 36 /* Monster is undead */
443     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
444     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
445     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
446     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
447    
448     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
449     //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
450     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
451     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
452     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
453     but can still attack at a distance */
454    
455     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
456     thru this object as if it wasn't there */
457     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
458    
459     #define FLAG_PICK_UP 48 /* Can pick up */
460     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
461     #define FLAG_NO_DROP 50 /* Object can't be dropped */
462     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
463    
464     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
465     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
466     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
467     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
468     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
469     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
470     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
471     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
472     #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
473    
474     #define FLAG_XRAYS 61 /* X-ray vision */
475     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
476     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
477    
478     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
479     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
480     #define FLAG_SLEEP 66 /* NPC is sleeping */
481     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
482     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
483     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
484     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
485     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
486    
487     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
488     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
489     #define FLAG_CURSED 74 /* The object is cursed */
490     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
491     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
492     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
493     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
494     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
495    
496     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
497     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
498     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
499    
500     #define FLAG_PRECIOUS 83 // object is precious (pets)
501     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
502     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
503     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
504    
505     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
506     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
507     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
508     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
509     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
510     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
511     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
512     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
513    
514     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
515    
516     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
517     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
518     * away (replaces ghosthit)
519     */
520     #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
521    
522     #define FLAG_BERSERK 99 /* monster will attack closest living
523     object */
524     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
525     #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
526     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
527     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
528     * load_original_map() */
529     #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
530     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
531     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
532 root 1.112 #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
533 root 1.111 #define FLAG_CONTENT_ON_GEN 108
534     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
535     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
536     #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
537     #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
538    
539     #define NUM_FLAGS 113 /* Should always be equal to the last
540     * defined flag + 1. If you change this,
541     * make sure you update the flag_links
542     * in common/loader.l
543     */
544 root 1.1
545     /* If you add new movement types, you may need to update
546     * describe_item() so properly describe those types.
547     * change_abil() probably should be updated also.
548     */
549 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
550     #define MOVE_FLY_LOW 0x02 /* Low flying object */
551     #define MOVE_FLY_HIGH 0x04 /* High flying object */
552     #define MOVE_FLYING 0x06
553 root 1.10 /* Combo of fly_low and fly_high */
554 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
555 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
556 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
557 root 1.50
558     #define MOVE_ALL 0x3f /* Mask of all movement types */
559 root 1.1
560     /* typdef here to define type large enough to hold bitmask of
561     * all movement types. Make one declaration so easy to update.
562     */
563 root 1.10 typedef unsigned char MoveType;
564 root 1.1
565     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
566     * Basically, ob2 has to block all of ob1 movement types.
567     */
568 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
569 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
570    
571     /* Basic macro to see if if ob1 can not move onto a space based
572     * on the 'type' move_block parameter
573     * Add check - if type is 0, don't stop anything from moving
574     * onto it.
575     *
576     */
577 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
578 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
579 root 1.1
580 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
581 root 1.1
582 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
583     #define EXIT_LEVEL(xyz) (xyz)->stats.food
584     #define EXIT_X(xyz) (xyz)->stats.hp
585     #define EXIT_Y(xyz) (xyz)->stats.sp
586     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
587     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
588 root 1.1
589     /* for use by the lighting code */
590 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
591 root 1.8 * large values allow objects that can
592     * slow down the game */
593 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
594 root 1.10 * practical reason to exceed this */
595 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
596     #define LOS_BLOCKED 100 /* fully blocked spaces */
597 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
598 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
599 root 1.93 // player position in blocked_los code
600     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602    
603 root 1.1
604 root 1.11 #define F_BUY 0
605     #define F_SELL 1
606     #define F_TRUE 2 /* True value of item, unadjusted */
607     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
608     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
609     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
610     #define F_APPROX 32 /* flag to give a guess of item value */
611     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
612    
613     #define DIRX(xyz) freearr_x[(xyz)->direction]
614     #define DIRY(xyz) freearr_y[(xyz)->direction]
615    
616     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
617     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
618     #define WEAPON_SPEED(xyz) (xyz)->last_sp
619 root 1.1
620     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
621     each of them signed char, concatenated in a int16 */
622 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
623     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
624     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
625 root 1.72
626 root 1.11 #define FIRE_DIRECTIONAL 0
627     #define FIRE_POSITIONAL 1
628 root 1.1
629     /******************************************************************************/
630     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
631     /******************************************************************************/
632     /* if your monsters start acting wierd, mail me */
633     /******************************************************************************/
634     /* the following definitions are for the attack_movement variable in monsters */
635     /* if the attack_variable movement is left out of the monster archetype, or is*/
636     /* set to zero */
637     /* the standard mode of movement from previous versions of crossfire will be */
638     /* used. the upper four bits of movement data are not in effect when the monst*/
639     /* er has an enemy. these should only be used for non agressive monsters. */
640     /* to program a monsters movement add the attack movement numbers to the movem*/
641     /* ment numbers example a monster that moves in a circle until attacked and */
642     /* then attacks from a distance: */
643     /* CIRCLE1 = 32 */
644     /* + DISTATT = 1 */
645     /* ------------------- */
646     /* attack_movement = 33 */
647     /******************************************************************************/
648 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
649 root 1.1 /* attack from a distance - good for missile users only */
650 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
651     #define HITRUN 3 /* run to then hit player then run away cyclicly */
652     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
653     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
654     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
655     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
656     #define WAIT2 8 /* monster does not try to move towards player if far */
657 root 1.1 /* maintains comfortable distance */
658 root 1.96
659     #define PETMOVE 16 /* if the upper four bits of attack_movement */
660 root 1.1 /* are set to this number, the monster follows a player */
661     /* until the owner calls it back or off */
662     /* player followed denoted by 0b->owner */
663     /* the monster will try to attack whatever the player is */
664     /* attacking, and will continue to do so until the owner */
665     /* calls off the monster - a key command will be */
666     /* inserted to do so */
667 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
668 root 1.1 /* are set to this number, the monster will move in a */
669     /* circle until it is attacked, or the enemy field is */
670 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
671 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
672     #define PACEH 64 /* The Monster will pace back and forth until attacked */
673 root 1.1 /* this is HORIZONTAL movement */
674 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
675 root 1.1 /* pace area is longer and the monster stops before */
676     /* changing directions */
677     /* this is HORIZONTAL movement */
678 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
679 root 1.1 /* it is stopped by an obstacle, then it chooses another */
680     /* direction. */
681 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
682     #define PACEV 128 /* The Monster will pace back and forth until attacked */
683 root 1.1 /* this is VERTICAL movement */
684 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
685 root 1.1 /* pace area is longer and the monster stops before */
686     /* changing directions */
687     /* this is VERTICAL movement */
688 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
689 root 1.11 #define HI4 240
690 root 1.1
691 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
692     #define EMPTY_FACE_NAME "empty.x11"
693 root 1.1
694     /*
695     * Defines for the luck/random functions to make things more readable
696     */
697    
698 root 1.11 #define PREFER_HIGH 1
699     #define PREFER_LOW 0
700 root 1.1
701     /* Flags for apply_special() */
702 root 1.10 enum apply_flag
703     {
704 root 1.58 /* Basic flags/mode, always use one of these */
705 root 1.117 AP_TOGGLE = 0,
706     AP_APPLY = 1,
707     AP_UNAPPLY = 2,
708 root 1.1
709 root 1.117 AP_BASIC_FLAGS = 0x0f,
710 root 1.1
711     /* Optional flags, for bitwise or with a basic flag */
712 root 1.58 AP_NO_MERGE = 0x10,
713     AP_IGNORE_CURSE = 0x20,
714 root 1.117 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
715     AP_HAVE_WEAPON = 0x80, // when applying a skill, assume we have the required weapon
716 root 1.1 };
717    
718     /* Bitmask values for 'can_apply_object()' return values.
719     * the CAN_APPLY_ prefix is to just note what function the
720     * are returned from.
721     *
722     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
723     * location who doesn't have.
724     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
725     * this basically means one of the FLAGS are set saying you can't
726     * use this.
727     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
728     * if this object can do anything to use this object. If the value
729     * returned from can_apply_object() anded with the mask is non zero,
730     * then it is out of the control of this creature to use the item.
731     * otherwise it means that by unequipping stuff, they could apply the object
732     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
733     * this.
734     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
735     * unapplied before this can be applied. Think of switching to
736     * a bow but you have a sword & shield - both the sword and
737     * shield need to be uneqipped before you can do the bow.
738     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
739     * this one can be applied. Think of rings - human is wearing two
740     * rings and tries to apply one - there are two possible rings he
741     * could remove.
742     *
743     */
744 root 1.11 #define CAN_APPLY_NEVER 0x1
745     #define CAN_APPLY_RESTRICTION 0x2
746     #define CAN_APPLY_NOT_MASK 0xf
747     #define CAN_APPLY_UNAPPLY 0x10
748     #define CAN_APPLY_UNAPPLY_MULT 0x20
749     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
750 root 1.1
751 root 1.63 // Cut off point of when an object is put on the active list or not
752     // we use 2**-n because that can be represented exactly
753     // also make sure that this is a float, not double, constant
754     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
755 root 1.1
756 root 1.110 /* have mercy on players and guarantee a somewhat higher speed */
757     #define MIN_PLAYER_SPEED 0.04f
758    
759 root 1.1 /*
760     * Warning!
761     * If you add message types here, don't forget
762     * to keep the client up to date too!
763     */
764 root 1.10
765 root 1.1 /* message types */
766 root 1.11 #define MSG_TYPE_BOOK 1
767     #define MSG_TYPE_CARD 2
768     #define MSG_TYPE_PAPER 3
769     #define MSG_TYPE_SIGN 4
770     #define MSG_TYPE_MONUMENT 5
771     #define MSG_TYPE_SCRIPTED_DIALOG 6
772     #define MSG_TYPE_MOTD 7
773     #define MSG_TYPE_ADMIN 8
774     #define MSG_TYPE_LAST 9
775 root 1.1
776 root 1.11 #define MSG_SUBTYPE_NONE 0
777 root 1.1
778     /* book messages subtypes */
779 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
780     #define MSG_TYPE_BOOK_CLASP_2 2
781     #define MSG_TYPE_BOOK_ELEGANT_1 3
782     #define MSG_TYPE_BOOK_ELEGANT_2 4
783     #define MSG_TYPE_BOOK_QUARTO_1 5
784     #define MSG_TYPE_BOOK_QUARTO_2 6
785     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
786     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
787     #define MSG_TYPE_BOOK_SPELL_PYRO 9
788     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
789     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
790 root 1.1
791     /* card messages subtypes*/
792 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
793     #define MSG_TYPE_CARD_SIMPLE_2 2
794     #define MSG_TYPE_CARD_SIMPLE_3 3
795     #define MSG_TYPE_CARD_ELEGANT_1 4
796     #define MSG_TYPE_CARD_ELEGANT_2 5
797     #define MSG_TYPE_CARD_ELEGANT_3 6
798     #define MSG_TYPE_CARD_STRANGE_1 7
799     #define MSG_TYPE_CARD_STRANGE_2 8
800     #define MSG_TYPE_CARD_STRANGE_3 9
801     #define MSG_TYPE_CARD_MONEY_1 10
802     #define MSG_TYPE_CARD_MONEY_2 11
803     #define MSG_TYPE_CARD_MONEY_3 12
804 root 1.1
805     /* Paper messages subtypes */
806 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
807     #define MSG_TYPE_PAPER_NOTE_2 2
808     #define MSG_TYPE_PAPER_NOTE_3 3
809     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
810     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
811     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
812     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
813     #define MSG_TYPE_PAPER_ENVELOPE_1 8
814     #define MSG_TYPE_PAPER_ENVELOPE_2 9
815     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
816     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
817     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
818     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
819     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
820 root 1.1
821     /* road signs messages subtypes */
822 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
823     #define MSG_TYPE_SIGN_DIR_LEFT 2
824     #define MSG_TYPE_SIGN_DIR_RIGHT 3
825     #define MSG_TYPE_SIGN_DIR_BOTH 4
826 root 1.1
827     /* stones and monument messages */
828 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
829     #define MSG_TYPE_MONUMENT_STONE_2 2
830     #define MSG_TYPE_MONUMENT_STONE_3 3
831     #define MSG_TYPE_MONUMENT_STATUE_1 4
832     #define MSG_TYPE_MONUMENT_STATUE_2 5
833     #define MSG_TYPE_MONUMENT_STATUE_3 6
834     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
835     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
836     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
837     #define MSG_TYPE_MONUMENT_WALL_1 10
838     #define MSG_TYPE_MONUMENT_WALL_2 11
839     #define MSG_TYPE_MONUMENT_WALL_3 12
840 root 1.1
841     /*some readable flags*/
842    
843     /* dialog messsage */
844 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
845     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
846     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
847 root 1.1
848     /* admin messages */
849 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
850     #define MSG_TYPE_ADMIN_NEWS 2
851 root 1.1
852 root 1.67 /**
853     * Maximum distance a player may hear a sound from.
854 root 1.100 * This is only used for client/server sound and say. If the sound source
855 root 1.67 * on the map is farther away than this, we don't sent it to the client.
856     */
857     #define MAX_SOUND_DISTANCE 16
858    
859 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
860     #define INFO_CHANNEL "info" // lower_left box
861 root 1.94 #define SAY_CHANNEL "say"
862     #define CHAT_CHANNEL "chat"
863 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
864 root 1.69
865     /* The following are the color flags passed to new_draw_info.
866     *
867     * We also set up some control flags
868     *
869     * NDI = New Draw Info
870     */
871    
872     /* Color specifications - note these match the order in xutil.c */
873     /* Note 2: Black, the default color, is 0. Thus, it does not need to
874     * be implicitly specified.
875     */
876     #define NDI_BLACK 0
877     #define NDI_WHITE 1
878     #define NDI_NAVY 2
879     #define NDI_RED 3
880     #define NDI_ORANGE 4
881     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
882     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
883     #define NDI_GREEN 7 /* SeaGreen */
884     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
885     /* Than seagreen - also background color */
886     #define NDI_GREY 9
887     #define NDI_BROWN 10 /* Sienna */
888     #define NDI_GOLD 11
889     #define NDI_TAN 12 /* Khaki */
890    
891     #define NDI_MAX_COLOR 12 /* Last value in */
892     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
893     /* using an int anyways, so we have the space */
894     /* to still do all the flags */
895    
896     #define NDI_REPLY 0x20 // is a direct reply to a user command
897 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
898     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
899     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
900 root 1.69
901     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
902     #define NDI_ALL 0x2000 /* Inform all players of this message */
903     #define NDI_DEF 0x4000 // ignore colour for channel protocol
904 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
905 root 1.69
906 root 1.1 #endif /* DEFINE_H */
907 root 1.11