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Revision: 1.124
Committed: Tue Apr 6 21:11:48 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.123: +29 -0 lines
Log Message:
fix change_abil messages for rods

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 1.1 /* TYPE DEFINES */
73 root 1.10
74 root 1.1 /* Only add new values to this list if somewhere in the program code,
75     * it is actually needed. Just because you add a new monster does not
76     * mean it has to have a type defined here. That only needs to happen
77     * if in some .c file, it needs to do certain special actions based on
78     * the monster type, that can not be handled by any of the numerous
79     * flags
80     * Also, if you add new entries, try and fill up the holes in this list.
81     * Additionally, when you add a new entry, include it in the table in item.c
82     */
83    
84 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
85     * definitions)
86     */
87    
88 elmex 1.28 /* type 0 objects have the default behaviour */
89    
90 elmex 1.21 #define PLAYER 1
91     #define TRANSPORT 2 /* see pod/objects.pod */
92     #define ROD 3
93     #define TREASURE 4
94     #define POTION 5
95     #define FOOD 6
96     #define POISON 7
97     #define BOOK 8
98     #define CLOCK 9
99 root 1.116 #define VEIN 10 // deliantra: mineral/ore/whatever vein
100 root 1.117 #define RANGED 11 // deliantra: other range item (skill based)
101 root 1.75 //12
102 elmex 1.21 #define ARROW 13
103     #define BOW 14
104     #define WEAPON 15
105     #define ARMOUR 16
106     #define PEDESTAL 17
107     #define ALTAR 18
108 root 1.103 #define T_MATCH 19
109 elmex 1.21 #define LOCKED_DOOR 20
110     #define SPECIAL_KEY 21
111     #define MAP 22
112     #define DOOR 23
113     #define KEY 24
114 root 1.75 //25
115 elmex 1.21 #define TIMED_GATE 26
116     #define TRIGGER 27
117     #define GRIMREAPER 28
118     #define MAGIC_EAR 29
119     #define TRIGGER_BUTTON 30
120     #define TRIGGER_ALTAR 31
121     #define TRIGGER_PEDESTAL 32
122     #define SHIELD 33
123     #define HELMET 34
124     #define HORN 35
125     #define MONEY 36
126     #define CLASS 37 /* object for applying character class modifications to someone */
127     #define GRAVESTONE 38
128     #define AMULET 39
129     #define PLAYERMOVER 40
130     #define TELEPORTER 41
131     #define CREATOR 42
132     #define SKILL 43 /* also see SKILL_TOOL (74) below */
133 root 1.75 //44
134 elmex 1.21 #define EARTHWALL 45
135     #define GOLEM 46
136 root 1.75 //47
137 elmex 1.21 #define THROWN_OBJ 48
138     #define BLINDNESS 49
139     #define GOD 50
140     #define DETECTOR 51 /* peterm: detector is an object
141     * which notices the presense of
142     * another object and is triggered
143     * like buttons.
144     */
145     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
146     * force into a player with a specified string WHEN TRIGGERED.
147     */
148     #define DEAD_OBJECT 53
149     #define DRINK 54
150     #define MARKER 55 /* inserts an invisible, weightless
151     * force into a player with a specified string.
152     */
153     #define HOLY_ALTAR 56
154     #define PLAYER_CHANGER 57
155     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
156    
157     #define PEACEMAKER 59 /* Object owned by a player which can convert
158     * a monster into a peaceful being incapable of attack.
159     */
160     #define GEM 60
161 root 1.75 //61
162 elmex 1.21 #define FIREWALL 62
163     #define ANVIL 63
164     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
165 root 1.70 #define MOOD_FLOOR 65 /*
166 elmex 1.21 * values of last_sp set how to change:
167     * 0 = furious, all monsters become aggressive
168     * 1 = angry, all but friendly become aggressive
169     * 2 = calm, all aggressive monsters calm down
170     * 3 = sleep, all monsters fall asleep
171 root 1.70 * 4 = charm, monsters become pets
172     * 5 = destroy monsters
173     * 6 = destroy pets / friendlies
174     */
175 elmex 1.21 #define EXIT 66
176     #define ENCOUNTER 67
177     #define SHOP_FLOOR 68
178     #define SHOP_MAT 69
179     #define RING 70
180 root 1.123 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
181 elmex 1.21 #define FLESH 72 /* animal 'body parts' -b.t. */
182     #define INORGANIC 73 /* metals and minerals */
183     #define SKILL_TOOL 74 /* Allows the use of a skill */
184     #define LIGHTER 75
185 root 1.75 //76
186 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
187 root 1.75 //78
188 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
189     in the engine. Like statues, clocks, chairs,...
190     If perhaps we create a function where we can sit
191     on chairs, we create a new type and remove all
192     chairs from here. */
193 root 1.75 //80
194 elmex 1.101 #define TORCH 81 /* a torch */
195 elmex 1.21 #define LAMP 82 /* a lamp */
196     #define DUPLICATOR 83 /* duplicator/multiplier object */
197 root 1.75 //84
198 elmex 1.21 #define SPELLBOOK 85
199 root 1.75 //86
200 elmex 1.21 #define CLOAK 87
201 root 1.75 //88
202     //89
203 elmex 1.21 #define SPINNER 90
204     #define GATE 91
205     #define BUTTON 92
206 root 1.103 #define T_HANDLE 93
207 elmex 1.21 #define HOLE 94
208     #define TRAPDOOR 95
209 root 1.75 //96
210     //97
211 elmex 1.21 #define SIGN 98
212     #define BOOTS 99
213     #define GLOVES 100
214     #define SPELL 101
215     #define SPELL_EFFECT 102
216     #define CONVERTER 103
217     #define BRACERS 104
218     #define POISONING 105
219     #define SAVEBED 106
220 root 1.75 //107
221     //108
222 elmex 1.21 #define WAND 109
223 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
224 elmex 1.21 #define SCROLL 111
225     #define DIRECTOR 112
226     #define GIRDLE 113
227     #define FORCE 114
228     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
229     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
230 root 1.75 //117
231     //118
232     //119
233     //120
234 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
235     #define CONTAINER 122
236     #define ARMOUR_IMPROVER 123
237     #define WEAPON_IMPROVER 124
238 root 1.75 //125
239     //126
240     //127
241     //128
242     //129
243 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244 root 1.75 //131
245     //132
246     //133
247     //134
248     //135
249     //136
250     //137
251 elmex 1.21 #define DEEP_SWAMP 138
252     #define IDENTIFY_ALTAR 139
253 root 1.75 //140
254     //141
255     //142
256     //143
257     //144
258     //145
259     //146
260     //147
261     //148
262     //149
263 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264 root 1.75 //151
265     //152
266     //153
267 elmex 1.21 #define RUNE 154
268     #define TRAP 155
269     #define POWER_CRYSTAL 156
270     #define CORPSE 157
271     #define DISEASE 158
272     #define SYMPTOM 159
273     #define BUILDER 160 /* Generic item builder, see subtypes */
274     #define MATERIAL 161 /* Material for building */
275 root 1.75 //162
276 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
277 root 1.99 #define MAPSCRIPT 164 /* A perl-scripted connectable */
278 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279     potions, alchemy, or magic works here (elmex) */
280 root 1.10
281 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
282    
283 root 1.1 /* END TYPE DEFINE */
284    
285 root 1.124 typedef std::bitset<NUM_TYPES> typeset;
286    
287     /* These are the items that currently can change digestion, regeneration,
288     * spell point recovery and mana point recovery. Seems sort of an arbitary
289     * list, but other items store other info into stats array.
290     * As a special exception, bows use stats.sp for their own purposes.
291     */
292     static const struct digest_types : typeset
293     {
294     digest_types ()
295     {
296     set (WEAPON);
297     set (BOW);
298     set (ARMOUR);
299     set (HELMET);
300     set (SHIELD);
301     set (RING);
302     set (BOOTS);
303     set (GLOVES);
304     set (AMULET);
305     set (GIRDLE);
306     set (BRACERS);
307     set (CLOAK);
308     set (DISEASE);
309     set (FORCE);
310     set (SKILL);
311     }
312     } digest_types;
313    
314 root 1.75 // maximum supported subtype number + 1, can be increased to 256
315     // currently (2007-09) in use: 50
316     #define NUM_SUBTYPES 64
317 root 1.7
318 root 1.1 /* Subtypes for BUILDER */
319 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
320     #define ST_BD_REMOVE 2 /* Removes an item */
321 root 1.1
322     /* Subtypes for MATERIAL */
323 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
324     #define ST_MAT_WALL 2 /* Wall */
325     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
326 root 1.1
327     /* definitions for weapontypes */
328    
329 root 1.11 #define WEAP_HIT 0 /* the basic */
330     #define WEAP_SLASH 1 /* slash */
331     #define WEAP_PIERCE 2 /* arrows, stiletto */
332     #define WEAP_CLEAVE 3 /* axe */
333     #define WEAP_SLICE 4 /* katana */
334     #define WEAP_STAB 5 /* knife, dagger */
335     #define WEAP_WHIP 6 /* whips n chains */
336     #define WEAP_CRUSH 7 /* big hammers, flails */
337     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
338 root 1.10
339     typedef struct typedata
340     {
341     int number;
342     const char *name;
343     const char *name_pl;
344     int identifyskill;
345     int identifyskill2;
346 root 1.1 } typedata;
347    
348     extern const int ItemTypesSize;
349     extern typedata ItemTypes[];
350    
351     /* definitions for detailed pickup descriptions.
352     * The objective is to define intelligent groups of items that the
353     * user can pick up or leave as he likes. */
354    
355     /* high bit as flag for new pickup options */
356 root 1.11 #define PU_NOTHING 0x00000000
357 root 1.1
358 root 1.11 #define PU_DEBUG 0x10000000
359     #define PU_INHIBIT 0x20000000
360     #define PU_STOP 0x40000000
361 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
362 root 1.11
363     #define PU_RATIO 0x0000000F
364    
365     #define PU_FOOD 0x00000010
366     #define PU_DRINK 0x00000020
367     #define PU_VALUABLES 0x00000040
368     #define PU_BOW 0x00000080
369    
370     #define PU_ARROW 0x00000100
371     #define PU_HELMET 0x00000200
372     #define PU_SHIELD 0x00000400
373     #define PU_ARMOUR 0x00000800
374    
375     #define PU_BOOTS 0x00001000
376     #define PU_GLOVES 0x00002000
377     #define PU_CLOAK 0x00004000
378     #define PU_KEY 0x00008000
379    
380     #define PU_MISSILEWEAPON 0x00010000
381     #define PU_ALLWEAPON 0x00020000
382     #define PU_MAGICAL 0x00040000
383     #define PU_POTION 0x00080000
384    
385     #define PU_SPELLBOOK 0x00100000
386     #define PU_SKILLSCROLL 0x00200000
387     #define PU_READABLES 0x00400000
388     #define PU_MAGIC_DEVICE 0x00800000
389 root 1.1
390 root 1.11 #define PU_NOT_CURSED 0x01000000
391     #define PU_JEWELS 0x02000000
392 root 1.13 #define PU_FLESH 0x04000000
393 root 1.1
394    
395     /* Instead of using arbitrary constants for indexing the
396     * freearr, add these values. <= SIZEOFFREE1 will get you
397     * within 1 space. <= SIZEOFFREE2 wll get you withing
398     * 2 spaces, and the entire array (< SIZEOFFREE) is
399     * three spaces
400     */
401 root 1.84 #define SIZEOFFREE0 0
402 root 1.83 #define SIZEOFFREE1 8
403 root 1.11 #define SIZEOFFREE2 24
404 root 1.84 #define SIZEOFFREE3 48
405 root 1.83 #define SIZEOFFREE 49
406 root 1.1
407 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
408 root 1.1
409 root 1.19 /*
410     * If any FLAG's are added or changed, make sure the flag_names structure in
411 root 1.95 * common/loader.C is updated.
412 root 1.1 */
413 root 1.10
414 root 1.1 /* Basic routines to do above */
415 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
417     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
418 root 1.10
419 root 1.1 /* the flags */
420    
421 root 1.111 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422     #define FLAG_WIZ 1 /* Object has special privilegies */
423     #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
424     #define FLAG_FREED 3 /* Object is in the list of free objects */
425     #define FLAG_WIZLOOK 4 /* disable los and lighting */
426     #define FLAG_APPLIED 5 /* Object is ready for use by living */
427     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
429    
430     #define FLAG_NO_PICK 8 /* Object can't be picked up */
431 root 1.119 /*#define FLAG_WALK_ON 9*/
432 root 1.111 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
433    
434     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
435    
436     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
437     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
438     #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
439    
440     #define FLAG_MONSTER 14 /* Will attack players */
441     #define FLAG_FRIENDLY 15 /* Will help players */
442     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
443     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
444     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
445     #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
446     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
447     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
448     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
449     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
450     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
451    
452     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
453     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
454     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
455    
456     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
457     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
458     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
459     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
460     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461     #define FLAG_HITBACK 33 /* Object will hit back when hit */
462     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
463     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
464     #define FLAG_UNDEAD 36 /* Monster is undead */
465     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
466     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
467     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
468     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
469    
470     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
471     //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
472     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
473     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
474     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
475     but can still attack at a distance */
476    
477     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
478     thru this object as if it wasn't there */
479     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
480    
481     #define FLAG_PICK_UP 48 /* Can pick up */
482     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
483     #define FLAG_NO_DROP 50 /* Object can't be dropped */
484     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
485    
486     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
487     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
488     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
489     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
490     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
491     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
492     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
493     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
494     #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
495    
496     #define FLAG_XRAYS 61 /* X-ray vision */
497     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
498     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
499    
500     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
501     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
502     #define FLAG_SLEEP 66 /* NPC is sleeping */
503     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
504     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
505     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
506     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
507     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
508    
509     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
510     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
511     #define FLAG_CURSED 74 /* The object is cursed */
512     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
513     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
514     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
515     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
516     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
517    
518     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
519     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
520     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
521    
522     #define FLAG_PRECIOUS 83 // object is precious (pets)
523     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
524     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
525     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
526    
527     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
528     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
529     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
530     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
531     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
532     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
533     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
534     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
535    
536     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
537    
538     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
539     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
540     * away (replaces ghosthit)
541     */
542     #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
543    
544     #define FLAG_BERSERK 99 /* monster will attack closest living
545     object */
546     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
547     #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
548     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
549     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
550     * load_original_map() */
551     #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
552     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
553     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
554 root 1.112 #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
555 root 1.111 #define FLAG_CONTENT_ON_GEN 108
556     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
557     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
558     #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
559     #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
560    
561     #define NUM_FLAGS 113 /* Should always be equal to the last
562     * defined flag + 1. If you change this,
563     * make sure you update the flag_links
564     * in common/loader.l
565     */
566 root 1.1
567     /* If you add new movement types, you may need to update
568     * describe_item() so properly describe those types.
569     * change_abil() probably should be updated also.
570     */
571 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
572     #define MOVE_FLY_LOW 0x02 /* Low flying object */
573     #define MOVE_FLY_HIGH 0x04 /* High flying object */
574     #define MOVE_FLYING 0x06
575 root 1.10 /* Combo of fly_low and fly_high */
576 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
577 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
578 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
579 root 1.50
580     #define MOVE_ALL 0x3f /* Mask of all movement types */
581 root 1.1
582     /* typdef here to define type large enough to hold bitmask of
583     * all movement types. Make one declaration so easy to update.
584     */
585 root 1.10 typedef unsigned char MoveType;
586 root 1.1
587     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
588     * Basically, ob2 has to block all of ob1 movement types.
589     */
590 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
591 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
592    
593     /* Basic macro to see if if ob1 can not move onto a space based
594     * on the 'type' move_block parameter
595     * Add check - if type is 0, don't stop anything from moving
596     * onto it.
597     *
598     */
599 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
600 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
601 root 1.1
602 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
603 root 1.1
604 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
605     #define EXIT_LEVEL(xyz) (xyz)->stats.food
606     #define EXIT_X(xyz) (xyz)->stats.hp
607     #define EXIT_Y(xyz) (xyz)->stats.sp
608     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
609     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
610 root 1.1
611     /* for use by the lighting code */
612 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
613 root 1.8 * large values allow objects that can
614     * slow down the game */
615 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
616 root 1.10 * practical reason to exceed this */
617 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
618     #define LOS_BLOCKED 100 /* fully blocked spaces */
619 root 1.120 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
620     MAX_LIGHT_RADII : (xyz)->glow_radius;
621 root 1.93 // player position in blocked_los code
622     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
623     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
624    
625 root 1.1
626 root 1.11 #define F_BUY 0
627     #define F_SELL 1
628     #define F_TRUE 2 /* True value of item, unadjusted */
629     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
630     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
631     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
632     #define F_APPROX 32 /* flag to give a guess of item value */
633     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
634    
635     #define DIRX(xyz) freearr_x[(xyz)->direction]
636     #define DIRY(xyz) freearr_y[(xyz)->direction]
637    
638     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
639     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
640     #define WEAPON_SPEED(xyz) (xyz)->last_sp
641 root 1.1
642     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
643     each of them signed char, concatenated in a int16 */
644 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
645     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
646     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
647 root 1.72
648 root 1.11 #define FIRE_DIRECTIONAL 0
649     #define FIRE_POSITIONAL 1
650 root 1.1
651     /******************************************************************************/
652     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
653     /******************************************************************************/
654     /* if your monsters start acting wierd, mail me */
655     /******************************************************************************/
656     /* the following definitions are for the attack_movement variable in monsters */
657     /* if the attack_variable movement is left out of the monster archetype, or is*/
658     /* set to zero */
659     /* the standard mode of movement from previous versions of crossfire will be */
660     /* used. the upper four bits of movement data are not in effect when the monst*/
661     /* er has an enemy. these should only be used for non agressive monsters. */
662     /* to program a monsters movement add the attack movement numbers to the movem*/
663     /* ment numbers example a monster that moves in a circle until attacked and */
664     /* then attacks from a distance: */
665     /* CIRCLE1 = 32 */
666     /* + DISTATT = 1 */
667     /* ------------------- */
668     /* attack_movement = 33 */
669     /******************************************************************************/
670 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
671 root 1.1 /* attack from a distance - good for missile users only */
672 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
673     #define HITRUN 3 /* run to then hit player then run away cyclicly */
674     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
675     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
676     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
677     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
678     #define WAIT2 8 /* monster does not try to move towards player if far */
679 root 1.1 /* maintains comfortable distance */
680 root 1.96
681     #define PETMOVE 16 /* if the upper four bits of attack_movement */
682 root 1.1 /* are set to this number, the monster follows a player */
683     /* until the owner calls it back or off */
684     /* player followed denoted by 0b->owner */
685     /* the monster will try to attack whatever the player is */
686     /* attacking, and will continue to do so until the owner */
687     /* calls off the monster - a key command will be */
688     /* inserted to do so */
689 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
690 root 1.1 /* are set to this number, the monster will move in a */
691     /* circle until it is attacked, or the enemy field is */
692 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
693 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
694     #define PACEH 64 /* The Monster will pace back and forth until attacked */
695 root 1.1 /* this is HORIZONTAL movement */
696 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
697 root 1.1 /* pace area is longer and the monster stops before */
698     /* changing directions */
699     /* this is HORIZONTAL movement */
700 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
701 root 1.1 /* it is stopped by an obstacle, then it chooses another */
702     /* direction. */
703 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
704     #define PACEV 128 /* The Monster will pace back and forth until attacked */
705 root 1.1 /* this is VERTICAL movement */
706 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
707 root 1.1 /* pace area is longer and the monster stops before */
708     /* changing directions */
709     /* this is VERTICAL movement */
710 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
711 root 1.11 #define HI4 240
712 root 1.1
713 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
714     #define EMPTY_FACE_NAME "empty.x11"
715 root 1.1
716     /*
717     * Defines for the luck/random functions to make things more readable
718     */
719    
720 root 1.11 #define PREFER_HIGH 1
721     #define PREFER_LOW 0
722 root 1.1
723     /* Flags for apply_special() */
724 root 1.10 enum apply_flag
725     {
726 root 1.58 /* Basic flags/mode, always use one of these */
727 root 1.117 AP_TOGGLE = 0,
728 root 1.118 AP_APPLY = 0x01,
729     AP_UNAPPLY = 0x02,
730     AP_MODE = 0x03,
731 root 1.1
732     /* Optional flags, for bitwise or with a basic flag */
733 root 1.58 AP_NO_MERGE = 0x10,
734     AP_IGNORE_CURSE = 0x20,
735 root 1.117 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
736 root 1.118 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
737 root 1.1 };
738    
739     /* Bitmask values for 'can_apply_object()' return values.
740     * the CAN_APPLY_ prefix is to just note what function the
741     * are returned from.
742     *
743     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
744     * location who doesn't have.
745     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
746     * this basically means one of the FLAGS are set saying you can't
747     * use this.
748     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
749     * if this object can do anything to use this object. If the value
750     * returned from can_apply_object() anded with the mask is non zero,
751     * then it is out of the control of this creature to use the item.
752     * otherwise it means that by unequipping stuff, they could apply the object
753     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
754     * this.
755     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
756     * unapplied before this can be applied. Think of switching to
757     * a bow but you have a sword & shield - both the sword and
758     * shield need to be uneqipped before you can do the bow.
759     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
760     * this one can be applied. Think of rings - human is wearing two
761     * rings and tries to apply one - there are two possible rings he
762     * could remove.
763     *
764     */
765 root 1.118 #define CAN_APPLY_NEVER 0x01
766     #define CAN_APPLY_RESTRICTION 0x02
767     #define CAN_APPLY_NOT_MASK 0x0f
768    
769 root 1.11 #define CAN_APPLY_UNAPPLY 0x10
770     #define CAN_APPLY_UNAPPLY_MULT 0x20
771     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
772 root 1.1
773 root 1.63 // Cut off point of when an object is put on the active list or not
774     // we use 2**-n because that can be represented exactly
775     // also make sure that this is a float, not double, constant
776     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
777 root 1.1
778 root 1.110 /* have mercy on players and guarantee a somewhat higher speed */
779     #define MIN_PLAYER_SPEED 0.04f
780    
781 root 1.1 /*
782     * Warning!
783     * If you add message types here, don't forget
784     * to keep the client up to date too!
785     */
786 root 1.10
787 root 1.1 /* message types */
788 root 1.11 #define MSG_TYPE_BOOK 1
789     #define MSG_TYPE_CARD 2
790     #define MSG_TYPE_PAPER 3
791     #define MSG_TYPE_SIGN 4
792     #define MSG_TYPE_MONUMENT 5
793     #define MSG_TYPE_SCRIPTED_DIALOG 6
794     #define MSG_TYPE_MOTD 7
795     #define MSG_TYPE_ADMIN 8
796     #define MSG_TYPE_LAST 9
797 root 1.1
798 root 1.11 #define MSG_SUBTYPE_NONE 0
799 root 1.1
800     /* book messages subtypes */
801 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
802     #define MSG_TYPE_BOOK_CLASP_2 2
803     #define MSG_TYPE_BOOK_ELEGANT_1 3
804     #define MSG_TYPE_BOOK_ELEGANT_2 4
805     #define MSG_TYPE_BOOK_QUARTO_1 5
806     #define MSG_TYPE_BOOK_QUARTO_2 6
807     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
808     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
809     #define MSG_TYPE_BOOK_SPELL_PYRO 9
810     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
811     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
812 root 1.1
813     /* card messages subtypes*/
814 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
815     #define MSG_TYPE_CARD_SIMPLE_2 2
816     #define MSG_TYPE_CARD_SIMPLE_3 3
817     #define MSG_TYPE_CARD_ELEGANT_1 4
818     #define MSG_TYPE_CARD_ELEGANT_2 5
819     #define MSG_TYPE_CARD_ELEGANT_3 6
820     #define MSG_TYPE_CARD_STRANGE_1 7
821     #define MSG_TYPE_CARD_STRANGE_2 8
822     #define MSG_TYPE_CARD_STRANGE_3 9
823     #define MSG_TYPE_CARD_MONEY_1 10
824     #define MSG_TYPE_CARD_MONEY_2 11
825     #define MSG_TYPE_CARD_MONEY_3 12
826 root 1.1
827     /* Paper messages subtypes */
828 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
829     #define MSG_TYPE_PAPER_NOTE_2 2
830     #define MSG_TYPE_PAPER_NOTE_3 3
831     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
832     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
833     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
834     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
835     #define MSG_TYPE_PAPER_ENVELOPE_1 8
836     #define MSG_TYPE_PAPER_ENVELOPE_2 9
837     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
838     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
839     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
840     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
841     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
842 root 1.1
843     /* road signs messages subtypes */
844 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
845     #define MSG_TYPE_SIGN_DIR_LEFT 2
846     #define MSG_TYPE_SIGN_DIR_RIGHT 3
847     #define MSG_TYPE_SIGN_DIR_BOTH 4
848 root 1.1
849     /* stones and monument messages */
850 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
851     #define MSG_TYPE_MONUMENT_STONE_2 2
852     #define MSG_TYPE_MONUMENT_STONE_3 3
853     #define MSG_TYPE_MONUMENT_STATUE_1 4
854     #define MSG_TYPE_MONUMENT_STATUE_2 5
855     #define MSG_TYPE_MONUMENT_STATUE_3 6
856     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
857     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
858     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
859     #define MSG_TYPE_MONUMENT_WALL_1 10
860     #define MSG_TYPE_MONUMENT_WALL_2 11
861     #define MSG_TYPE_MONUMENT_WALL_3 12
862 root 1.1
863     /*some readable flags*/
864    
865     /* dialog messsage */
866 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
867     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
868     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
869 root 1.1
870     /* admin messages */
871 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
872     #define MSG_TYPE_ADMIN_NEWS 2
873 root 1.1
874 root 1.67 /**
875     * Maximum distance a player may hear a sound from.
876 root 1.100 * This is only used for client/server sound and say. If the sound source
877 root 1.67 * on the map is farther away than this, we don't sent it to the client.
878     */
879     #define MAX_SOUND_DISTANCE 16
880    
881 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
882     #define INFO_CHANNEL "info" // lower_left box
883 root 1.94 #define SAY_CHANNEL "say"
884     #define CHAT_CHANNEL "chat"
885 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
886 root 1.69
887     /* The following are the color flags passed to new_draw_info.
888     *
889     * We also set up some control flags
890     *
891     * NDI = New Draw Info
892     */
893    
894     /* Color specifications - note these match the order in xutil.c */
895     /* Note 2: Black, the default color, is 0. Thus, it does not need to
896     * be implicitly specified.
897     */
898     #define NDI_BLACK 0
899     #define NDI_WHITE 1
900     #define NDI_NAVY 2
901     #define NDI_RED 3
902     #define NDI_ORANGE 4
903     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
904     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
905     #define NDI_GREEN 7 /* SeaGreen */
906     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
907     /* Than seagreen - also background color */
908     #define NDI_GREY 9
909     #define NDI_BROWN 10 /* Sienna */
910     #define NDI_GOLD 11
911     #define NDI_TAN 12 /* Khaki */
912    
913     #define NDI_MAX_COLOR 12 /* Last value in */
914     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
915     /* using an int anyways, so we have the space */
916     /* to still do all the flags */
917    
918     #define NDI_REPLY 0x20 // is a direct reply to a user command
919 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
920     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
921     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
922 root 1.69
923     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
924     #define NDI_ALL 0x2000 /* Inform all players of this message */
925     #define NDI_DEF 0x4000 // ignore colour for channel protocol
926 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
927 root 1.69
928 root 1.1 #endif /* DEFINE_H */
929 root 1.11