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/cvs/deliantra/server/include/define.h
Revision: 1.131
Committed: Thu Apr 15 04:56:47 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.130: +2 -1 lines
Log Message:
raramraramraram

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 1.131 #define MAXNUMLEVELS 256 // maximum number of levels possible
47     #define MAXLEVEL_TREASURE 115 // for treasure calculations only
48 root 1.106
49 root 1.61 // maximum length of an object name in the protocol
50     #define NAME_LEN 127
51 root 1.1
52 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
53     #define MIN_STAT 1 /* The minimum legal value of any stat */
54 root 1.10
55 root 1.117 #define MAX_FOOD 999
56    
57 root 1.54 //TODO: not only use more reasonable values, also enforce them
58 root 1.56 #define MIN_WC -120
59     #define MAX_WC 120
60     #define MIN_AC -120
61     #define MAX_AC 120
62 root 1.54 #define MIN_DAM 0
63 root 1.55 #define MAX_DAM 200
64 elmex 1.66 #define MIN_DIGESTION -35
65     #define MAX_DIGESTION 70
66 root 1.54
67 root 1.104 #define MAX_BUF 1024 /* Used for all kinds of things */
68 root 1.10
69 root 1.11 #define MAX_NAME 48
70 root 1.1
71 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
72 root 1.88
73 root 1.1 /* TYPE DEFINES */
74 root 1.10
75 root 1.1 /* Only add new values to this list if somewhere in the program code,
76     * it is actually needed. Just because you add a new monster does not
77     * mean it has to have a type defined here. That only needs to happen
78     * if in some .c file, it needs to do certain special actions based on
79     * the monster type, that can not be handled by any of the numerous
80     * flags
81     * Also, if you add new entries, try and fill up the holes in this list.
82     * Additionally, when you add a new entry, include it in the table in item.c
83     */
84    
85 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
86     * definitions)
87     */
88    
89 elmex 1.28 /* type 0 objects have the default behaviour */
90    
91 elmex 1.21 #define PLAYER 1
92     #define TRANSPORT 2 /* see pod/objects.pod */
93     #define ROD 3
94     #define TREASURE 4
95     #define POTION 5
96     #define FOOD 6
97     #define POISON 7
98     #define BOOK 8
99     #define CLOCK 9
100 root 1.116 #define VEIN 10 // deliantra: mineral/ore/whatever vein
101 root 1.117 #define RANGED 11 // deliantra: other range item (skill based)
102 root 1.126 #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
103 elmex 1.21 #define ARROW 13
104     #define BOW 14
105     #define WEAPON 15
106     #define ARMOUR 16
107     #define PEDESTAL 17
108     #define ALTAR 18
109 root 1.103 #define T_MATCH 19
110 elmex 1.21 #define LOCKED_DOOR 20
111     #define SPECIAL_KEY 21
112     #define MAP 22
113     #define DOOR 23
114     #define KEY 24
115 root 1.75 //25
116 elmex 1.21 #define TIMED_GATE 26
117     #define TRIGGER 27
118     #define GRIMREAPER 28
119     #define MAGIC_EAR 29
120     #define TRIGGER_BUTTON 30
121     #define TRIGGER_ALTAR 31
122     #define TRIGGER_PEDESTAL 32
123     #define SHIELD 33
124     #define HELMET 34
125     #define HORN 35
126     #define MONEY 36
127     #define CLASS 37 /* object for applying character class modifications to someone */
128     #define GRAVESTONE 38
129     #define AMULET 39
130     #define PLAYERMOVER 40
131     #define TELEPORTER 41
132     #define CREATOR 42
133     #define SKILL 43 /* also see SKILL_TOOL (74) below */
134 root 1.126 #define IDENTIFY_ALTAR 44
135 elmex 1.21 #define EARTHWALL 45
136     #define GOLEM 46
137 root 1.126 #define DEEP_SWAMP 47
138 elmex 1.21 #define THROWN_OBJ 48
139     #define BLINDNESS 49
140     #define GOD 50
141     #define DETECTOR 51 /* peterm: detector is an object
142     * which notices the presense of
143     * another object and is triggered
144     * like buttons.
145     */
146     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
147     * force into a player with a specified string WHEN TRIGGERED.
148     */
149     #define DEAD_OBJECT 53
150     #define DRINK 54
151     #define MARKER 55 /* inserts an invisible, weightless
152     * force into a player with a specified string.
153     */
154     #define HOLY_ALTAR 56
155     #define PLAYER_CHANGER 57
156     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
157    
158     #define PEACEMAKER 59 /* Object owned by a player which can convert
159     * a monster into a peaceful being incapable of attack.
160     */
161     #define GEM 60
162 root 1.126 #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
163 elmex 1.21 #define FIREWALL 62
164     #define ANVIL 63
165     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
166 root 1.70 #define MOOD_FLOOR 65 /*
167 elmex 1.21 * values of last_sp set how to change:
168     * 0 = furious, all monsters become aggressive
169     * 1 = angry, all but friendly become aggressive
170     * 2 = calm, all aggressive monsters calm down
171     * 3 = sleep, all monsters fall asleep
172 root 1.70 * 4 = charm, monsters become pets
173     * 5 = destroy monsters
174     * 6 = destroy pets / friendlies
175     */
176 elmex 1.21 #define EXIT 66
177     #define ENCOUNTER 67
178     #define SHOP_FLOOR 68
179     #define SHOP_MAT 69
180     #define RING 70
181 root 1.123 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
182 elmex 1.21 #define FLESH 72 /* animal 'body parts' -b.t. */
183     #define INORGANIC 73 /* metals and minerals */
184     #define SKILL_TOOL 74 /* Allows the use of a skill */
185     #define LIGHTER 75
186 root 1.75 //76
187 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
188 root 1.75 //78
189 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
190     in the engine. Like statues, clocks, chairs,...
191     If perhaps we create a function where we can sit
192     on chairs, we create a new type and remove all
193     chairs from here. */
194 root 1.75 //80
195 elmex 1.101 #define TORCH 81 /* a torch */
196 elmex 1.21 #define LAMP 82 /* a lamp */
197     #define DUPLICATOR 83 /* duplicator/multiplier object */
198 root 1.75 //84
199 elmex 1.21 #define SPELLBOOK 85
200 root 1.75 //86
201 elmex 1.21 #define CLOAK 87
202 root 1.126 #define MAPSCRIPT 88 /* A perl-scripted connectable */
203     #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204     potions, alchemy, or magic works here (elmex) */
205 elmex 1.21 #define SPINNER 90
206     #define GATE 91
207     #define BUTTON 92
208 root 1.103 #define T_HANDLE 93
209 elmex 1.21 #define HOLE 94
210     #define TRAPDOOR 95
211 root 1.125 #define RUNE 96
212     #define TRAP 97
213 elmex 1.21 #define SIGN 98
214     #define BOOTS 99
215     #define GLOVES 100
216     #define SPELL 101
217     #define SPELL_EFFECT 102
218     #define CONVERTER 103
219     #define BRACERS 104
220     #define POISONING 105
221     #define SAVEBED 106
222 root 1.125 #define DISEASE 107
223 root 1.126 #define SYMPTOM 108
224 elmex 1.21 #define WAND 109
225 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
226 elmex 1.21 #define SCROLL 111
227     #define DIRECTOR 112
228     #define GIRDLE 113
229     #define FORCE 114
230     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
231     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
232 root 1.126 #define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233     #define POWER_CRYSTAL 118
234     #define CORPSE 119
235 root 1.75 //120
236 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
237     #define CONTAINER 122
238     #define ARMOUR_IMPROVER 123
239     #define WEAPON_IMPROVER 124
240 root 1.126 #define BUILDER 125 /* Generic item builder, see subtypes */
241     #define MATERIAL 126 /* Material for building */
242 root 1.10
243 root 1.126 #define NUM_TYPES 127 // must be max(type) + 1
244 root 1.59
245 root 1.1 /* END TYPE DEFINE */
246    
247 root 1.124 typedef std::bitset<NUM_TYPES> typeset;
248    
249     /* These are the items that currently can change digestion, regeneration,
250     * spell point recovery and mana point recovery. Seems sort of an arbitary
251     * list, but other items store other info into stats array.
252     * As a special exception, bows use stats.sp for their own purposes.
253     */
254     static const struct digest_types : typeset
255     {
256     digest_types ()
257     {
258     set (WEAPON);
259     set (BOW);
260     set (ARMOUR);
261     set (HELMET);
262     set (SHIELD);
263     set (RING);
264     set (BOOTS);
265     set (GLOVES);
266     set (AMULET);
267     set (GIRDLE);
268     set (BRACERS);
269     set (CLOAK);
270     set (DISEASE);
271     set (FORCE);
272     set (SKILL);
273     }
274     } digest_types;
275    
276 root 1.75 // maximum supported subtype number + 1, can be increased to 256
277     // currently (2007-09) in use: 50
278     #define NUM_SUBTYPES 64
279 root 1.7
280 root 1.1 /* Subtypes for BUILDER */
281 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
282     #define ST_BD_REMOVE 2 /* Removes an item */
283 root 1.1
284     /* Subtypes for MATERIAL */
285 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
286     #define ST_MAT_WALL 2 /* Wall */
287     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
288 root 1.1
289     /* definitions for weapontypes */
290    
291 root 1.11 #define WEAP_HIT 0 /* the basic */
292     #define WEAP_SLASH 1 /* slash */
293     #define WEAP_PIERCE 2 /* arrows, stiletto */
294     #define WEAP_CLEAVE 3 /* axe */
295     #define WEAP_SLICE 4 /* katana */
296     #define WEAP_STAB 5 /* knife, dagger */
297     #define WEAP_WHIP 6 /* whips n chains */
298     #define WEAP_CRUSH 7 /* big hammers, flails */
299     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
300 root 1.10
301     typedef struct typedata
302     {
303     int number;
304     const char *name;
305     const char *name_pl;
306     int identifyskill;
307     int identifyskill2;
308 root 1.1 } typedata;
309    
310     extern const int ItemTypesSize;
311     extern typedata ItemTypes[];
312    
313     /* definitions for detailed pickup descriptions.
314     * The objective is to define intelligent groups of items that the
315     * user can pick up or leave as he likes. */
316    
317     /* high bit as flag for new pickup options */
318 root 1.11 #define PU_NOTHING 0x00000000
319 root 1.1
320 root 1.11 #define PU_DEBUG 0x10000000
321     #define PU_INHIBIT 0x20000000
322     #define PU_STOP 0x40000000
323 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
324 root 1.11
325     #define PU_RATIO 0x0000000F
326    
327     #define PU_FOOD 0x00000010
328     #define PU_DRINK 0x00000020
329     #define PU_VALUABLES 0x00000040
330     #define PU_BOW 0x00000080
331    
332     #define PU_ARROW 0x00000100
333     #define PU_HELMET 0x00000200
334     #define PU_SHIELD 0x00000400
335     #define PU_ARMOUR 0x00000800
336    
337     #define PU_BOOTS 0x00001000
338     #define PU_GLOVES 0x00002000
339     #define PU_CLOAK 0x00004000
340     #define PU_KEY 0x00008000
341    
342     #define PU_MISSILEWEAPON 0x00010000
343     #define PU_ALLWEAPON 0x00020000
344     #define PU_MAGICAL 0x00040000
345     #define PU_POTION 0x00080000
346    
347     #define PU_SPELLBOOK 0x00100000
348     #define PU_SKILLSCROLL 0x00200000
349     #define PU_READABLES 0x00400000
350     #define PU_MAGIC_DEVICE 0x00800000
351 root 1.1
352 root 1.11 #define PU_NOT_CURSED 0x01000000
353     #define PU_JEWELS 0x02000000
354 root 1.13 #define PU_FLESH 0x04000000
355 root 1.1
356    
357     /* Instead of using arbitrary constants for indexing the
358     * freearr, add these values. <= SIZEOFFREE1 will get you
359     * within 1 space. <= SIZEOFFREE2 wll get you withing
360     * 2 spaces, and the entire array (< SIZEOFFREE) is
361     * three spaces
362     */
363 root 1.84 #define SIZEOFFREE0 0
364 root 1.83 #define SIZEOFFREE1 8
365 root 1.11 #define SIZEOFFREE2 24
366 root 1.84 #define SIZEOFFREE3 48
367 root 1.83 #define SIZEOFFREE 49
368 root 1.1
369 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
370 root 1.1
371 root 1.19 /*
372     * If any FLAG's are added or changed, make sure the flag_names structure in
373 root 1.95 * common/loader.C is updated.
374 root 1.1 */
375 root 1.10
376 root 1.1 /* the flags */
377    
378 root 1.111 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
379     #define FLAG_WIZ 1 /* Object has special privilegies */
380     #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
381     #define FLAG_FREED 3 /* Object is in the list of free objects */
382     #define FLAG_WIZLOOK 4 /* disable los and lighting */
383     #define FLAG_APPLIED 5 /* Object is ready for use by living */
384     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
385     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
386     #define FLAG_NO_PICK 8 /* Object can't be picked up */
387 root 1.119 /*#define FLAG_WALK_ON 9*/
388 root 1.111 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
389     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
390     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
391     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
392     #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
393     #define FLAG_MONSTER 14 /* Will attack players */
394     #define FLAG_FRIENDLY 15 /* Will help players */
395     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
396     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
397     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
398     #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
399     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
400     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
401     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
402     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
403     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
404     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
405     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
406     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
407     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
408     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
409     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
410     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
411     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
412     #define FLAG_HITBACK 33 /* Object will hit back when hit */
413     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
414     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
415     #define FLAG_UNDEAD 36 /* Monster is undead */
416     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
417     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
418     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
419     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
420     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
421     //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
422     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
423     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
424     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
425     but can still attack at a distance */
426     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
427     thru this object as if it wasn't there */
428     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
429     #define FLAG_PICK_UP 48 /* Can pick up */
430     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
431     #define FLAG_NO_DROP 50 /* Object can't be dropped */
432     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
433     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
434     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
435     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
436     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
437     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
438     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
439     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
440     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
441     #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
442     #define FLAG_XRAYS 61 /* X-ray vision */
443     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
444     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
445     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
446     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
447     #define FLAG_SLEEP 66 /* NPC is sleeping */
448     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
449     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
450     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
451     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
452     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
453     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
454     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
455     #define FLAG_CURSED 74 /* The object is cursed */
456     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
457     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
458     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
459     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
460     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
461     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
462     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
463     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
464     #define FLAG_PRECIOUS 83 // object is precious (pets)
465     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
466     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
467     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
468     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
469     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
470     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
471     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
472     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
473     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
474     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
475     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
476     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
477     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
478     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
479     * away (replaces ghosthit)
480     */
481     #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
482    
483     #define FLAG_BERSERK 99 /* monster will attack closest living
484     object */
485     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
486     #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
487     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
488     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
489     * load_original_map() */
490     #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
491     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
492     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
493 root 1.112 #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
494 root 1.111 #define FLAG_CONTENT_ON_GEN 108
495     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
496     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
497     #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
498     #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
499    
500     #define NUM_FLAGS 113 /* Should always be equal to the last
501     * defined flag + 1. If you change this,
502     * make sure you update the flag_links
503     * in common/loader.l
504     */
505 root 1.1
506     /* If you add new movement types, you may need to update
507     * describe_item() so properly describe those types.
508     * change_abil() probably should be updated also.
509     */
510 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
511     #define MOVE_FLY_LOW 0x02 /* Low flying object */
512     #define MOVE_FLY_HIGH 0x04 /* High flying object */
513     #define MOVE_SWIM 0x08 /* Swimming object */
514 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
515 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
516 root 1.50
517 root 1.129 #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
518 root 1.50 #define MOVE_ALL 0x3f /* Mask of all movement types */
519 root 1.1
520     /* typdef here to define type large enough to hold bitmask of
521     * all movement types. Make one declaration so easy to update.
522     */
523 root 1.10 typedef unsigned char MoveType;
524 root 1.1
525     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
526     * Basically, ob2 has to block all of ob1 movement types.
527     */
528 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
529 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
530    
531     /* Basic macro to see if if ob1 can not move onto a space based
532     * on the 'type' move_block parameter
533     * Add check - if type is 0, don't stop anything from moving
534     * onto it.
535     *
536     */
537 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
538 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
539 root 1.1
540 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
541 root 1.1
542 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
543     #define EXIT_LEVEL(xyz) (xyz)->stats.food
544     #define EXIT_X(xyz) (xyz)->stats.hp
545     #define EXIT_Y(xyz) (xyz)->stats.sp
546     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
547     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
548 root 1.1
549     /* for use by the lighting code */
550 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
551 root 1.8 * large values allow objects that can
552     * slow down the game */
553 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
554 root 1.10 * practical reason to exceed this */
555 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
556     #define LOS_BLOCKED 100 /* fully blocked spaces */
557 root 1.120 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
558     MAX_LIGHT_RADII : (xyz)->glow_radius;
559 root 1.93 // player position in blocked_los code
560     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
561     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
562    
563 root 1.1
564 root 1.11 #define F_BUY 0
565     #define F_SELL 1
566     #define F_TRUE 2 /* True value of item, unadjusted */
567     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
568     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
569     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
570     #define F_APPROX 32 /* flag to give a guess of item value */
571     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
572    
573     #define DIRX(xyz) freearr_x[(xyz)->direction]
574     #define DIRY(xyz) freearr_y[(xyz)->direction]
575    
576     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
577     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
578     #define WEAPON_SPEED(xyz) (xyz)->last_sp
579 root 1.1
580     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
581     each of them signed char, concatenated in a int16 */
582 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
583     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
584     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
585 root 1.72
586 root 1.11 #define FIRE_DIRECTIONAL 0
587     #define FIRE_POSITIONAL 1
588 root 1.1
589     /******************************************************************************/
590     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
591     /******************************************************************************/
592     /* if your monsters start acting wierd, mail me */
593     /******************************************************************************/
594     /* the following definitions are for the attack_movement variable in monsters */
595     /* if the attack_variable movement is left out of the monster archetype, or is*/
596     /* set to zero */
597     /* the standard mode of movement from previous versions of crossfire will be */
598     /* used. the upper four bits of movement data are not in effect when the monst*/
599     /* er has an enemy. these should only be used for non agressive monsters. */
600     /* to program a monsters movement add the attack movement numbers to the movem*/
601     /* ment numbers example a monster that moves in a circle until attacked and */
602     /* then attacks from a distance: */
603     /* CIRCLE1 = 32 */
604     /* + DISTATT = 1 */
605     /* ------------------- */
606     /* attack_movement = 33 */
607     /******************************************************************************/
608 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
609 root 1.1 /* attack from a distance - good for missile users only */
610 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
611     #define HITRUN 3 /* run to then hit player then run away cyclicly */
612     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
613     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
614     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
615     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
616     #define WAIT2 8 /* monster does not try to move towards player if far */
617 root 1.1 /* maintains comfortable distance */
618 root 1.96
619     #define PETMOVE 16 /* if the upper four bits of attack_movement */
620 root 1.1 /* are set to this number, the monster follows a player */
621     /* until the owner calls it back or off */
622     /* player followed denoted by 0b->owner */
623     /* the monster will try to attack whatever the player is */
624     /* attacking, and will continue to do so until the owner */
625     /* calls off the monster - a key command will be */
626     /* inserted to do so */
627 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
628 root 1.1 /* are set to this number, the monster will move in a */
629     /* circle until it is attacked, or the enemy field is */
630 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
631 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
632     #define PACEH 64 /* The Monster will pace back and forth until attacked */
633 root 1.1 /* this is HORIZONTAL movement */
634 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
635 root 1.1 /* pace area is longer and the monster stops before */
636     /* changing directions */
637     /* this is HORIZONTAL movement */
638 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
639 root 1.1 /* it is stopped by an obstacle, then it chooses another */
640     /* direction. */
641 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
642     #define PACEV 128 /* The Monster will pace back and forth until attacked */
643 root 1.1 /* this is VERTICAL movement */
644 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
645 root 1.1 /* pace area is longer and the monster stops before */
646     /* changing directions */
647     /* this is VERTICAL movement */
648 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
649 root 1.11 #define HI4 240
650 root 1.1
651 root 1.130 #define BLANK_FACE_NAME "blank.x11"
652     #define EMPTY_FACE_NAME "empty.x11"
653     #define MAGICMOUTH_FACE_NAME "magicmouth.x11"
654 root 1.1
655     /*
656     * Defines for the luck/random functions to make things more readable
657     */
658    
659 root 1.11 #define PREFER_HIGH 1
660     #define PREFER_LOW 0
661 root 1.1
662     /* Flags for apply_special() */
663 root 1.10 enum apply_flag
664     {
665 root 1.58 /* Basic flags/mode, always use one of these */
666 root 1.117 AP_TOGGLE = 0,
667 root 1.118 AP_APPLY = 0x01,
668     AP_UNAPPLY = 0x02,
669     AP_MODE = 0x03,
670 root 1.1
671     /* Optional flags, for bitwise or with a basic flag */
672 root 1.58 AP_NO_MERGE = 0x10,
673     AP_IGNORE_CURSE = 0x20,
674 root 1.117 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
675 root 1.118 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
676 root 1.1 };
677    
678     /* Bitmask values for 'can_apply_object()' return values.
679     * the CAN_APPLY_ prefix is to just note what function the
680     * are returned from.
681     *
682     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
683     * location who doesn't have.
684     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
685     * this basically means one of the FLAGS are set saying you can't
686     * use this.
687     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
688     * if this object can do anything to use this object. If the value
689     * returned from can_apply_object() anded with the mask is non zero,
690     * then it is out of the control of this creature to use the item.
691     * otherwise it means that by unequipping stuff, they could apply the object
692     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
693     * this.
694     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
695     * unapplied before this can be applied. Think of switching to
696     * a bow but you have a sword & shield - both the sword and
697     * shield need to be uneqipped before you can do the bow.
698     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
699     * this one can be applied. Think of rings - human is wearing two
700     * rings and tries to apply one - there are two possible rings he
701     * could remove.
702     *
703     */
704 root 1.118 #define CAN_APPLY_NEVER 0x01
705     #define CAN_APPLY_RESTRICTION 0x02
706     #define CAN_APPLY_NOT_MASK 0x0f
707    
708 root 1.11 #define CAN_APPLY_UNAPPLY 0x10
709     #define CAN_APPLY_UNAPPLY_MULT 0x20
710     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
711 root 1.1
712 root 1.63 // Cut off point of when an object is put on the active list or not
713     // we use 2**-n because that can be represented exactly
714 root 1.127 // also make sure that this is a float, not double, constant.
715     // some areas in the server divide by this value, so
716     // to avoid integer overflows it should not be much lower.
717 root 1.63 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
718 root 1.1
719 root 1.110 /* have mercy on players and guarantee a somewhat higher speed */
720     #define MIN_PLAYER_SPEED 0.04f
721    
722 root 1.1 /*
723     * Warning!
724     * If you add message types here, don't forget
725     * to keep the client up to date too!
726     */
727 root 1.10
728 root 1.1 /* message types */
729 root 1.11 #define MSG_TYPE_BOOK 1
730     #define MSG_TYPE_CARD 2
731     #define MSG_TYPE_PAPER 3
732     #define MSG_TYPE_SIGN 4
733     #define MSG_TYPE_MONUMENT 5
734     #define MSG_TYPE_SCRIPTED_DIALOG 6
735     #define MSG_TYPE_MOTD 7
736     #define MSG_TYPE_ADMIN 8
737     #define MSG_TYPE_LAST 9
738 root 1.1
739 root 1.11 #define MSG_SUBTYPE_NONE 0
740 root 1.1
741     /* book messages subtypes */
742 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
743     #define MSG_TYPE_BOOK_CLASP_2 2
744     #define MSG_TYPE_BOOK_ELEGANT_1 3
745     #define MSG_TYPE_BOOK_ELEGANT_2 4
746     #define MSG_TYPE_BOOK_QUARTO_1 5
747     #define MSG_TYPE_BOOK_QUARTO_2 6
748     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
749     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
750     #define MSG_TYPE_BOOK_SPELL_PYRO 9
751     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
752     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
753 root 1.1
754     /* card messages subtypes*/
755 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
756     #define MSG_TYPE_CARD_SIMPLE_2 2
757     #define MSG_TYPE_CARD_SIMPLE_3 3
758     #define MSG_TYPE_CARD_ELEGANT_1 4
759     #define MSG_TYPE_CARD_ELEGANT_2 5
760     #define MSG_TYPE_CARD_ELEGANT_3 6
761     #define MSG_TYPE_CARD_STRANGE_1 7
762     #define MSG_TYPE_CARD_STRANGE_2 8
763     #define MSG_TYPE_CARD_STRANGE_3 9
764     #define MSG_TYPE_CARD_MONEY_1 10
765     #define MSG_TYPE_CARD_MONEY_2 11
766     #define MSG_TYPE_CARD_MONEY_3 12
767 root 1.1
768     /* Paper messages subtypes */
769 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
770     #define MSG_TYPE_PAPER_NOTE_2 2
771     #define MSG_TYPE_PAPER_NOTE_3 3
772     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
773     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
774     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
775     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
776     #define MSG_TYPE_PAPER_ENVELOPE_1 8
777     #define MSG_TYPE_PAPER_ENVELOPE_2 9
778     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
779     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
780     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
781     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
782     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
783 root 1.1
784     /* road signs messages subtypes */
785 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
786     #define MSG_TYPE_SIGN_DIR_LEFT 2
787     #define MSG_TYPE_SIGN_DIR_RIGHT 3
788     #define MSG_TYPE_SIGN_DIR_BOTH 4
789 root 1.1
790     /* stones and monument messages */
791 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
792     #define MSG_TYPE_MONUMENT_STONE_2 2
793     #define MSG_TYPE_MONUMENT_STONE_3 3
794     #define MSG_TYPE_MONUMENT_STATUE_1 4
795     #define MSG_TYPE_MONUMENT_STATUE_2 5
796     #define MSG_TYPE_MONUMENT_STATUE_3 6
797     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
798     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
799     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
800     #define MSG_TYPE_MONUMENT_WALL_1 10
801     #define MSG_TYPE_MONUMENT_WALL_2 11
802     #define MSG_TYPE_MONUMENT_WALL_3 12
803 root 1.1
804     /*some readable flags*/
805    
806     /* dialog messsage */
807 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
808     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
809     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
810 root 1.1
811     /* admin messages */
812 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
813     #define MSG_TYPE_ADMIN_NEWS 2
814 root 1.1
815 root 1.67 /**
816     * Maximum distance a player may hear a sound from.
817 root 1.100 * This is only used for client/server sound and say. If the sound source
818 root 1.67 * on the map is farther away than this, we don't sent it to the client.
819     */
820     #define MAX_SOUND_DISTANCE 16
821    
822 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
823     #define INFO_CHANNEL "info" // lower_left box
824 root 1.94 #define SAY_CHANNEL "say"
825     #define CHAT_CHANNEL "chat"
826 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
827 root 1.69
828     /* The following are the color flags passed to new_draw_info.
829     *
830     * We also set up some control flags
831     *
832     * NDI = New Draw Info
833     */
834    
835     /* Color specifications - note these match the order in xutil.c */
836     /* Note 2: Black, the default color, is 0. Thus, it does not need to
837     * be implicitly specified.
838     */
839     #define NDI_BLACK 0
840     #define NDI_WHITE 1
841     #define NDI_NAVY 2
842     #define NDI_RED 3
843     #define NDI_ORANGE 4
844     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
845     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
846     #define NDI_GREEN 7 /* SeaGreen */
847     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
848     /* Than seagreen - also background color */
849     #define NDI_GREY 9
850     #define NDI_BROWN 10 /* Sienna */
851     #define NDI_GOLD 11
852     #define NDI_TAN 12 /* Khaki */
853    
854     #define NDI_MAX_COLOR 12 /* Last value in */
855     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
856     /* using an int anyways, so we have the space */
857     /* to still do all the flags */
858    
859     #define NDI_REPLY 0x20 // is a direct reply to a user command
860 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
861     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
862     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
863 root 1.69
864     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
865     #define NDI_ALL 0x2000 /* Inform all players of this message */
866     #define NDI_DEF 0x4000 // ignore colour for channel protocol
867 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
868 root 1.69
869 root 1.1 #endif /* DEFINE_H */
870 root 1.11