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/cvs/deliantra/server/include/define.h
Revision: 1.12
Committed: Fri Sep 29 11:53:08 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +0 -1 lines
Log Message:
enlarge killer and other fields, do not use silly BIG_NAME with no meaning.

File Contents

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