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Revision: 1.146
Committed: Wed Dec 5 19:31:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.145: +1 -1 lines
Log Message:
improve, not fix, some sscanf madness, probably introducing more bugs

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.77 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.141 *
4 root 1.145 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.142 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.114 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.141 *
9 root 1.102 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.141 *
14 root 1.62 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.141 *
19 root 1.102 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.141 *
23 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.40 */
25 root 1.1
26     /* This file is best viewed with a window width of about 100 character */
27    
28     /* This file is really too large. With all the .h files
29     * around, this file should be better split between them - things
30     * that deal with objects should be in objects.h, things dealing
31     * with players in player.h, etc. As it is, everything just seems
32     * to be dumped in here.
33     */
34    
35     #ifndef DEFINE_H
36 root 1.11 #define DEFINE_H
37 root 1.1
38 pippijn 1.14 #include <autoconf.h>
39 root 1.1
40 root 1.11 #define FONTDIR ""
41     #define FONTNAME ""
42 root 1.1
43 root 1.11 #ifdef __NetBSD__
44     # include <sys/param.h>
45     #endif
46 root 1.1
47 root 1.131 #define MAXNUMLEVELS 256 // maximum number of levels possible
48     #define MAXLEVEL_TREASURE 115 // for treasure calculations only
49 root 1.106
50 root 1.61 // maximum length of an object name in the protocol
51     #define NAME_LEN 127
52 root 1.1
53 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
54     #define MIN_STAT 1 /* The minimum legal value of any stat */
55 root 1.10
56 root 1.117 #define MAX_FOOD 999
57    
58 root 1.54 //TODO: not only use more reasonable values, also enforce them
59 root 1.56 #define MIN_WC -120
60     #define MAX_WC 120
61     #define MIN_AC -120
62     #define MAX_AC 120
63 root 1.54 #define MIN_DAM 0
64 root 1.55 #define MAX_DAM 200
65 elmex 1.66 #define MIN_DIGESTION -35
66     #define MAX_DIGESTION 70
67 root 1.54
68 root 1.146 #define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */
69 root 1.10
70 root 1.11 #define MAX_NAME 48
71 root 1.1
72 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
73 root 1.88
74 root 1.1 /* TYPE DEFINES */
75 root 1.10
76 root 1.1 /* Only add new values to this list if somewhere in the program code,
77     * it is actually needed. Just because you add a new monster does not
78     * mean it has to have a type defined here. That only needs to happen
79     * if in some .c file, it needs to do certain special actions based on
80     * the monster type, that can not be handled by any of the numerous
81     * flags
82     * Also, if you add new entries, try and fill up the holes in this list.
83     * Additionally, when you add a new entry, include it in the table in item.c
84     */
85    
86 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
87     * definitions)
88     */
89    
90 elmex 1.28 /* type 0 objects have the default behaviour */
91    
92 elmex 1.21 #define PLAYER 1
93     #define TRANSPORT 2 /* see pod/objects.pod */
94     #define ROD 3
95     #define TREASURE 4
96     #define POTION 5
97     #define FOOD 6
98     #define POISON 7
99     #define BOOK 8
100     #define CLOCK 9
101 root 1.116 #define VEIN 10 // deliantra: mineral/ore/whatever vein
102 root 1.117 #define RANGED 11 // deliantra: other range item (skill based)
103 root 1.126 #define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
104 elmex 1.21 #define ARROW 13
105     #define BOW 14
106     #define WEAPON 15
107     #define ARMOUR 16
108     #define PEDESTAL 17
109     #define ALTAR 18
110 root 1.103 #define T_MATCH 19
111 elmex 1.21 #define LOCKED_DOOR 20
112     #define SPECIAL_KEY 21
113     #define MAP 22
114     #define DOOR 23
115     #define KEY 24
116 root 1.134 #define PHYSICS 25 // deliantra: "things that move"
117 elmex 1.21 #define TIMED_GATE 26
118     #define TRIGGER 27
119     #define GRIMREAPER 28
120     #define MAGIC_EAR 29
121     #define TRIGGER_BUTTON 30
122     #define TRIGGER_ALTAR 31
123     #define TRIGGER_PEDESTAL 32
124     #define SHIELD 33
125     #define HELMET 34
126     #define HORN 35
127     #define MONEY 36
128     #define CLASS 37 /* object for applying character class modifications to someone */
129     #define GRAVESTONE 38
130     #define AMULET 39
131     #define PLAYERMOVER 40
132     #define TELEPORTER 41
133     #define CREATOR 42
134     #define SKILL 43 /* also see SKILL_TOOL (74) below */
135 root 1.126 #define IDENTIFY_ALTAR 44
136 elmex 1.21 #define EARTHWALL 45
137     #define GOLEM 46
138 root 1.126 #define DEEP_SWAMP 47
139 elmex 1.21 #define THROWN_OBJ 48
140     #define BLINDNESS 49
141     #define GOD 50
142     #define DETECTOR 51 /* peterm: detector is an object
143     * which notices the presense of
144     * another object and is triggered
145     * like buttons.
146     */
147     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
148     * force into a player with a specified string WHEN TRIGGERED.
149     */
150     #define DEAD_OBJECT 53
151     #define DRINK 54
152     #define MARKER 55 /* inserts an invisible, weightless
153     * force into a player with a specified string.
154     */
155     #define HOLY_ALTAR 56
156     #define PLAYER_CHANGER 57
157     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
158    
159     #define PEACEMAKER 59 /* Object owned by a player which can convert
160     * a monster into a peaceful being incapable of attack.
161     */
162     #define GEM 60
163 root 1.126 #define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
164 elmex 1.21 #define FIREWALL 62
165     #define ANVIL 63
166     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
167 root 1.143 #define MOOD_FLOOR 65 /*
168 elmex 1.21 * values of last_sp set how to change:
169     * 0 = furious, all monsters become aggressive
170     * 1 = angry, all but friendly become aggressive
171     * 2 = calm, all aggressive monsters calm down
172     * 3 = sleep, all monsters fall asleep
173 root 1.70 * 4 = charm, monsters become pets
174     * 5 = destroy monsters
175     * 6 = destroy pets / friendlies
176     */
177 elmex 1.21 #define EXIT 66
178     #define ENCOUNTER 67
179     #define SHOP_FLOOR 68
180     #define SHOP_MAT 69
181     #define RING 70
182 root 1.123 //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
183 elmex 1.21 #define FLESH 72 /* animal 'body parts' -b.t. */
184     #define INORGANIC 73 /* metals and minerals */
185     #define SKILL_TOOL 74 /* Allows the use of a skill */
186     #define LIGHTER 75
187 root 1.75 //76
188 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
189 root 1.75 //78
190 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
191     in the engine. Like statues, clocks, chairs,...
192     If perhaps we create a function where we can sit
193     on chairs, we create a new type and remove all
194     chairs from here. */
195 root 1.75 //80
196 elmex 1.101 #define TORCH 81 /* a torch */
197 elmex 1.21 #define LAMP 82 /* a lamp */
198     #define DUPLICATOR 83 /* duplicator/multiplier object */
199 root 1.75 //84
200 elmex 1.21 #define SPELLBOOK 85
201 root 1.75 //86
202 elmex 1.21 #define CLOAK 87
203 root 1.126 #define MAPSCRIPT 88 /* A perl-scripted connectable */
204     #define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205     potions, alchemy, or magic works here (elmex) */
206 elmex 1.21 #define SPINNER 90
207     #define GATE 91
208     #define BUTTON 92
209 root 1.103 #define T_HANDLE 93
210 elmex 1.21 #define HOLE 94
211     #define TRAPDOOR 95
212 root 1.125 #define RUNE 96
213     #define TRAP 97
214 elmex 1.21 #define SIGN 98
215     #define BOOTS 99
216     #define GLOVES 100
217     #define SPELL 101
218     #define SPELL_EFFECT 102
219     #define CONVERTER 103
220     #define BRACERS 104
221     #define POISONING 105
222     #define SAVEBED 106
223 root 1.125 #define DISEASE 107
224 root 1.126 #define SYMPTOM 108
225 elmex 1.21 #define WAND 109
226 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
227 elmex 1.21 #define SCROLL 111
228     #define DIRECTOR 112
229     #define GIRDLE 113
230     #define FORCE 114
231     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
232     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
233 root 1.126 #define ITEM_TRANSFORMER 117 /* Transforming one item with another */
234     #define POWER_CRYSTAL 118
235     #define CORPSE 119
236 root 1.75 //120
237 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
238     #define CONTAINER 122
239     #define ARMOUR_IMPROVER 123
240     #define WEAPON_IMPROVER 124
241 root 1.126 #define BUILDER 125 /* Generic item builder, see subtypes */
242     #define MATERIAL 126 /* Material for building */
243 root 1.10
244 root 1.126 #define NUM_TYPES 127 // must be max(type) + 1
245 root 1.59
246 root 1.1 /* END TYPE DEFINE */
247    
248 root 1.124 typedef std::bitset<NUM_TYPES> typeset;
249    
250     /* These are the items that currently can change digestion, regeneration,
251     * spell point recovery and mana point recovery. Seems sort of an arbitary
252 root 1.143 * list, but other items store other info into stats array.
253 root 1.124 * As a special exception, bows use stats.sp for their own purposes.
254     */
255     static const struct digest_types : typeset
256     {
257     digest_types ()
258     {
259     set (WEAPON);
260     set (BOW);
261     set (ARMOUR);
262     set (HELMET);
263     set (SHIELD);
264     set (RING);
265     set (BOOTS);
266     set (GLOVES);
267     set (AMULET);
268     set (GIRDLE);
269     set (BRACERS);
270     set (CLOAK);
271     set (DISEASE);
272     set (FORCE);
273     set (SKILL);
274     }
275     } digest_types;
276    
277 root 1.75 // maximum supported subtype number + 1, can be increased to 256
278     // currently (2007-09) in use: 50
279     #define NUM_SUBTYPES 64
280 root 1.7
281 root 1.1 /* Subtypes for BUILDER */
282 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
283     #define ST_BD_REMOVE 2 /* Removes an item */
284 root 1.1
285     /* Subtypes for MATERIAL */
286 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
287     #define ST_MAT_WALL 2 /* Wall */
288     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
289 elmex 1.139 #define ST_MAT_QUAD 4 /* Quad build material */
290 root 1.1
291     /* definitions for weapontypes */
292    
293 root 1.11 #define WEAP_HIT 0 /* the basic */
294     #define WEAP_SLASH 1 /* slash */
295     #define WEAP_PIERCE 2 /* arrows, stiletto */
296     #define WEAP_CLEAVE 3 /* axe */
297     #define WEAP_SLICE 4 /* katana */
298     #define WEAP_STAB 5 /* knife, dagger */
299     #define WEAP_WHIP 6 /* whips n chains */
300     #define WEAP_CRUSH 7 /* big hammers, flails */
301     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
302 root 1.10
303     typedef struct typedata
304     {
305     int number;
306     const char *name;
307     const char *name_pl;
308     int identifyskill;
309     int identifyskill2;
310 root 1.1 } typedata;
311    
312     extern const int ItemTypesSize;
313     extern typedata ItemTypes[];
314    
315     /* definitions for detailed pickup descriptions.
316     * The objective is to define intelligent groups of items that the
317     * user can pick up or leave as he likes. */
318    
319     /* high bit as flag for new pickup options */
320 root 1.11 #define PU_NOTHING 0x00000000
321 root 1.1
322 root 1.11 #define PU_DEBUG 0x10000000
323     #define PU_INHIBIT 0x20000000
324     #define PU_STOP 0x40000000
325 root 1.98 #define PU_ENABLE 0x80000000 // used to distinguish value density
326 root 1.11
327     #define PU_RATIO 0x0000000F
328    
329     #define PU_FOOD 0x00000010
330     #define PU_DRINK 0x00000020
331     #define PU_VALUABLES 0x00000040
332     #define PU_BOW 0x00000080
333    
334     #define PU_ARROW 0x00000100
335     #define PU_HELMET 0x00000200
336     #define PU_SHIELD 0x00000400
337     #define PU_ARMOUR 0x00000800
338    
339     #define PU_BOOTS 0x00001000
340     #define PU_GLOVES 0x00002000
341     #define PU_CLOAK 0x00004000
342     #define PU_KEY 0x00008000
343    
344     #define PU_MISSILEWEAPON 0x00010000
345     #define PU_ALLWEAPON 0x00020000
346     #define PU_MAGICAL 0x00040000
347     #define PU_POTION 0x00080000
348    
349     #define PU_SPELLBOOK 0x00100000
350     #define PU_SKILLSCROLL 0x00200000
351     #define PU_READABLES 0x00400000
352     #define PU_MAGIC_DEVICE 0x00800000
353 root 1.1
354 root 1.11 #define PU_NOT_CURSED 0x01000000
355     #define PU_JEWELS 0x02000000
356 root 1.13 #define PU_FLESH 0x04000000
357 root 1.1
358    
359     /* Instead of using arbitrary constants for indexing the
360     * freearr, add these values. <= SIZEOFFREE1 will get you
361 root 1.143 * within 1 space. <= SIZEOFFREE2 wll get you withing
362     * 2 spaces, and the entire array (< SIZEOFFREE) is
363 root 1.1 * three spaces
364     */
365 root 1.84 #define SIZEOFFREE0 0
366 root 1.83 #define SIZEOFFREE1 8
367 root 1.11 #define SIZEOFFREE2 24
368 root 1.84 #define SIZEOFFREE3 48
369 root 1.83 #define SIZEOFFREE 49
370 root 1.1
371 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
372 root 1.1
373 root 1.143 /*
374 root 1.19 * If any FLAG's are added or changed, make sure the flag_names structure in
375 root 1.95 * common/loader.C is updated.
376 root 1.1 */
377 root 1.10
378 root 1.1 /* the flags */
379    
380 root 1.111 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
381     #define FLAG_WIZ 1 /* Object has special privilegies */
382     #define FLAG_REMOVED 2 /* Object is not in any map or inventory */
383     #define FLAG_FREED 3 /* Object is in the list of free objects */
384     #define FLAG_WIZLOOK 4 /* disable los and lighting */
385     #define FLAG_APPLIED 5 /* Object is ready for use by living */
386     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
387     #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
388     #define FLAG_NO_PICK 8 /* Object can't be picked up */
389 root 1.138 #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
390 root 1.111 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
391     #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
392     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
393     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
394     #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
395     #define FLAG_MONSTER 14 /* Will attack players */
396     #define FLAG_FRIENDLY 15 /* Will help players */
397     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
398     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
399     #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
400     #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
401     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
402     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
403     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
404     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
405     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
406     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
407     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
408     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
409     #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
410     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
411     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
412     #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
413     #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
414     #define FLAG_HITBACK 33 /* Object will hit back when hit */
415     #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
416     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
417     #define FLAG_UNDEAD 36 /* Monster is undead */
418     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
419     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
420     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
421     #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
422     #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
423     //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
424     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
425     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
426     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
427     but can still attack at a distance */
428     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
429     thru this object as if it wasn't there */
430     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
431     #define FLAG_PICK_UP 48 /* Can pick up */
432     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
433     #define FLAG_NO_DROP 50 /* Object can't be dropped */
434     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
435     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
436     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
437     #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
438     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
439     #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
440     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
441     #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
442     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
443     #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
444     #define FLAG_XRAYS 61 /* X-ray vision */
445     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
446     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
447     #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
448     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
449     #define FLAG_SLEEP 66 /* NPC is sleeping */
450     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
451     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
452     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
453     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
454     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
455     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
456     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
457     #define FLAG_CURSED 74 /* The object is cursed */
458     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
459     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
460     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
461     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
462     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
463     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
464     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
465     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
466     #define FLAG_PRECIOUS 83 // object is precious (pets)
467     #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
468     #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
469     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
470     #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
471     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
472     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
473     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
474     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
475     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
476     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
477     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
478     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
479     #define FLAG_NO_STEAL 96 /* Item can't be stolen */
480     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
481     * away (replaces ghosthit)
482     */
483     #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
484    
485     #define FLAG_BERSERK 99 /* monster will attack closest living
486     object */
487     #define FLAG_NEUTRAL 100 /* monster is from type neutral */
488     #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
489     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
490     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
491     * load_original_map() */
492     #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
493     #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
494     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
495 root 1.112 #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
496 root 1.143 #define FLAG_CONTENT_ON_GEN 108
497 root 1.111 #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
498     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
499     #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
500     #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501 elmex 1.133 #define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502     * (for the quads world for instance)
503     */
504    
505 root 1.135 // temporary assignments
506 root 1.137 #define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507 root 1.135
508     #define NUM_FLAGS 115 /* Should always be equal to the last
509 root 1.136 * defined flag + 1.
510 root 1.111 */
511 root 1.1
512     /* If you add new movement types, you may need to update
513     * describe_item() so properly describe those types.
514     * change_abil() probably should be updated also.
515     */
516 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
517     #define MOVE_FLY_LOW 0x02 /* Low flying object */
518     #define MOVE_FLY_HIGH 0x04 /* High flying object */
519     #define MOVE_SWIM 0x08 /* Swimming object */
520 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
521 root 1.95 #define MOVE_SHIP 0x20 /* boats suitable for oceans */
522 root 1.50
523 root 1.129 #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
524 root 1.50 #define MOVE_ALL 0x3f /* Mask of all movement types */
525 root 1.1
526     /* typdef here to define type large enough to hold bitmask of
527     * all movement types. Make one declaration so easy to update.
528     */
529 root 1.10 typedef unsigned char MoveType;
530 root 1.1
531     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
532     * Basically, ob2 has to block all of ob1 movement types.
533     */
534 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
535 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
536    
537     /* Basic macro to see if if ob1 can not move onto a space based
538     * on the 'type' move_block parameter
539     * Add check - if type is 0, don't stop anything from moving
540     * onto it.
541 root 1.141 *
542 root 1.1 */
543 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
544 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
545 root 1.1
546 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
547 root 1.1
548 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
549     #define EXIT_LEVEL(xyz) (xyz)->stats.food
550     #define EXIT_X(xyz) (xyz)->stats.hp
551     #define EXIT_Y(xyz) (xyz)->stats.sp
552     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
553     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
554 root 1.1
555     /* for use by the lighting code */
556 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
557 root 1.8 * large values allow objects that can
558     * slow down the game */
559 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
560 root 1.10 * practical reason to exceed this */
561 root 1.92 #define LOS_MAX 4 /* max. los value for non-blocked spaces */
562     #define LOS_BLOCKED 100 /* fully blocked spaces */
563 root 1.120 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
564     MAX_LIGHT_RADII : (xyz)->glow_radius;
565 root 1.93 // player position in blocked_los code
566     #define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567     #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568    
569 root 1.1
570 root 1.11 #define F_BUY 0
571     #define F_SELL 1
572     #define F_TRUE 2 /* True value of item, unadjusted */
573     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
574     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
575     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
576     #define F_APPROX 32 /* flag to give a guess of item value */
577     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
578    
579 root 1.144 #define DIRX(xyz) freearr_x[(xyz)]
580     #define DIRY(xyz) freearr_y[(xyz)]
581 root 1.11
582     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
583     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
584     #define WEAPON_SPEED(xyz) (xyz)->last_sp
585 root 1.1
586     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
587     each of them signed char, concatenated in a int16 */
588 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
589     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
590     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
591 root 1.72
592 root 1.11 #define FIRE_DIRECTIONAL 0
593     #define FIRE_POSITIONAL 1
594 root 1.1
595     /******************************************************************************/
596     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
597     /******************************************************************************/
598     /* if your monsters start acting wierd, mail me */
599     /******************************************************************************/
600     /* the following definitions are for the attack_movement variable in monsters */
601     /* if the attack_variable movement is left out of the monster archetype, or is*/
602     /* set to zero */
603     /* the standard mode of movement from previous versions of crossfire will be */
604     /* used. the upper four bits of movement data are not in effect when the monst*/
605     /* er has an enemy. these should only be used for non agressive monsters. */
606     /* to program a monsters movement add the attack movement numbers to the movem*/
607     /* ment numbers example a monster that moves in a circle until attacked and */
608     /* then attacks from a distance: */
609     /* CIRCLE1 = 32 */
610     /* + DISTATT = 1 */
611     /* ------------------- */
612     /* attack_movement = 33 */
613     /******************************************************************************/
614 root 1.96 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
615 root 1.1 /* attack from a distance - good for missile users only */
616 root 1.96 #define RUNATT 2 /* run but attack if player catches up to object */
617     #define HITRUN 3 /* run to then hit player then run away cyclicly */
618     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
619     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
620     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
621     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
622     #define WAIT2 8 /* monster does not try to move towards player if far */
623 root 1.1 /* maintains comfortable distance */
624 root 1.96
625     #define PETMOVE 16 /* if the upper four bits of attack_movement */
626 root 1.1 /* are set to this number, the monster follows a player */
627     /* until the owner calls it back or off */
628     /* player followed denoted by 0b->owner */
629     /* the monster will try to attack whatever the player is */
630     /* attacking, and will continue to do so until the owner */
631     /* calls off the monster - a key command will be */
632     /* inserted to do so */
633 root 1.96 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
634 root 1.1 /* are set to this number, the monster will move in a */
635     /* circle until it is attacked, or the enemy field is */
636 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
637 root 1.96 #define CIRCLE2 48 /* same as above but a larger circle is used */
638     #define PACEH 64 /* The Monster will pace back and forth until attacked */
639 root 1.1 /* this is HORIZONTAL movement */
640 root 1.96 #define PACEH2 80 /* the monster will pace as above but the length of the */
641 root 1.1 /* pace area is longer and the monster stops before */
642     /* changing directions */
643     /* this is HORIZONTAL movement */
644 root 1.96 #define RANDO 96 /* the monster will go in a random direction until */
645 root 1.1 /* it is stopped by an obstacle, then it chooses another */
646     /* direction. */
647 root 1.96 #define RANDO2 112 /* constantly move in a different random direction */
648     #define PACEV 128 /* The Monster will pace back and forth until attacked */
649 root 1.1 /* this is VERTICAL movement */
650 root 1.96 #define PACEV2 144 /* the monster will pace as above but the length of the */
651 root 1.1 /* pace area is longer and the monster stops before */
652     /* changing directions */
653     /* this is VERTICAL movement */
654 root 1.96 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
655 root 1.11 #define HI4 240
656 root 1.1
657 root 1.130 #define BLANK_FACE_NAME "blank.x11"
658     #define EMPTY_FACE_NAME "empty.x11"
659     #define MAGICMOUTH_FACE_NAME "magicmouth.x11"
660 root 1.1
661     /*
662     * Defines for the luck/random functions to make things more readable
663     */
664    
665 root 1.11 #define PREFER_HIGH 1
666     #define PREFER_LOW 0
667 root 1.1
668     /* Flags for apply_special() */
669 root 1.10 enum apply_flag
670     {
671 root 1.58 /* Basic flags/mode, always use one of these */
672 root 1.117 AP_TOGGLE = 0,
673 root 1.118 AP_APPLY = 0x01,
674     AP_UNAPPLY = 0x02,
675     AP_MODE = 0x03,
676 root 1.1
677     /* Optional flags, for bitwise or with a basic flag */
678 root 1.58 AP_NO_MERGE = 0x10,
679     AP_IGNORE_CURSE = 0x20,
680 root 1.117 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
681 root 1.118 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
682 root 1.1 };
683    
684     /* Bitmask values for 'can_apply_object()' return values.
685     * the CAN_APPLY_ prefix is to just note what function the
686     * are returned from.
687     *
688     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
689     * location who doesn't have.
690     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
691     * this basically means one of the FLAGS are set saying you can't
692     * use this.
693     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
694     * if this object can do anything to use this object. If the value
695     * returned from can_apply_object() anded with the mask is non zero,
696     * then it is out of the control of this creature to use the item.
697     * otherwise it means that by unequipping stuff, they could apply the object
698     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
699     * this.
700     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
701     * unapplied before this can be applied. Think of switching to
702     * a bow but you have a sword & shield - both the sword and
703     * shield need to be uneqipped before you can do the bow.
704     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
705     * this one can be applied. Think of rings - human is wearing two
706     * rings and tries to apply one - there are two possible rings he
707     * could remove.
708     *
709     */
710 root 1.118 #define CAN_APPLY_NEVER 0x01
711     #define CAN_APPLY_RESTRICTION 0x02
712     #define CAN_APPLY_NOT_MASK 0x0f
713    
714 root 1.11 #define CAN_APPLY_UNAPPLY 0x10
715     #define CAN_APPLY_UNAPPLY_MULT 0x20
716     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
717 root 1.1
718 root 1.63 // Cut off point of when an object is put on the active list or not
719     // we use 2**-n because that can be represented exactly
720 root 1.127 // also make sure that this is a float, not double, constant.
721     // some areas in the server divide by this value, so
722     // to avoid integer overflows it should not be much lower.
723 root 1.63 #define MIN_ACTIVE_SPEED (1.f / 65536.f)
724 root 1.1
725 root 1.110 /* have mercy on players and guarantee a somewhat higher speed */
726     #define MIN_PLAYER_SPEED 0.04f
727    
728 root 1.1 /*
729     * Warning!
730     * If you add message types here, don't forget
731     * to keep the client up to date too!
732     */
733 root 1.10
734 root 1.1 /* message types */
735 root 1.11 #define MSG_TYPE_BOOK 1
736     #define MSG_TYPE_CARD 2
737     #define MSG_TYPE_PAPER 3
738     #define MSG_TYPE_SIGN 4
739     #define MSG_TYPE_MONUMENT 5
740     #define MSG_TYPE_SCRIPTED_DIALOG 6
741     #define MSG_TYPE_MOTD 7
742     #define MSG_TYPE_ADMIN 8
743     #define MSG_TYPE_LAST 9
744 root 1.1
745 root 1.11 #define MSG_SUBTYPE_NONE 0
746 root 1.1
747     /* book messages subtypes */
748 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
749     #define MSG_TYPE_BOOK_CLASP_2 2
750     #define MSG_TYPE_BOOK_ELEGANT_1 3
751     #define MSG_TYPE_BOOK_ELEGANT_2 4
752     #define MSG_TYPE_BOOK_QUARTO_1 5
753     #define MSG_TYPE_BOOK_QUARTO_2 6
754     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
755     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
756     #define MSG_TYPE_BOOK_SPELL_PYRO 9
757     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
758     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
759 root 1.1
760     /* card messages subtypes*/
761 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
762     #define MSG_TYPE_CARD_SIMPLE_2 2
763     #define MSG_TYPE_CARD_SIMPLE_3 3
764     #define MSG_TYPE_CARD_ELEGANT_1 4
765     #define MSG_TYPE_CARD_ELEGANT_2 5
766     #define MSG_TYPE_CARD_ELEGANT_3 6
767     #define MSG_TYPE_CARD_STRANGE_1 7
768     #define MSG_TYPE_CARD_STRANGE_2 8
769     #define MSG_TYPE_CARD_STRANGE_3 9
770     #define MSG_TYPE_CARD_MONEY_1 10
771     #define MSG_TYPE_CARD_MONEY_2 11
772     #define MSG_TYPE_CARD_MONEY_3 12
773 root 1.1
774     /* Paper messages subtypes */
775 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
776     #define MSG_TYPE_PAPER_NOTE_2 2
777     #define MSG_TYPE_PAPER_NOTE_3 3
778     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
779     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
780     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
781     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
782     #define MSG_TYPE_PAPER_ENVELOPE_1 8
783     #define MSG_TYPE_PAPER_ENVELOPE_2 9
784     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
785     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
786     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
787     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
788     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
789 root 1.1
790     /* road signs messages subtypes */
791 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
792     #define MSG_TYPE_SIGN_DIR_LEFT 2
793     #define MSG_TYPE_SIGN_DIR_RIGHT 3
794     #define MSG_TYPE_SIGN_DIR_BOTH 4
795 root 1.1
796     /* stones and monument messages */
797 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
798     #define MSG_TYPE_MONUMENT_STONE_2 2
799     #define MSG_TYPE_MONUMENT_STONE_3 3
800     #define MSG_TYPE_MONUMENT_STATUE_1 4
801     #define MSG_TYPE_MONUMENT_STATUE_2 5
802     #define MSG_TYPE_MONUMENT_STATUE_3 6
803     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
804     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
805     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
806     #define MSG_TYPE_MONUMENT_WALL_1 10
807     #define MSG_TYPE_MONUMENT_WALL_2 11
808     #define MSG_TYPE_MONUMENT_WALL_3 12
809 root 1.1
810     /*some readable flags*/
811    
812     /* dialog messsage */
813 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
814     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
815     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
816 root 1.1
817     /* admin messages */
818 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
819     #define MSG_TYPE_ADMIN_NEWS 2
820 root 1.1
821 root 1.67 /**
822     * Maximum distance a player may hear a sound from.
823 root 1.100 * This is only used for client/server sound and say. If the sound source
824 root 1.67 * on the map is farther away than this, we don't sent it to the client.
825     */
826     #define MAX_SOUND_DISTANCE 16
827    
828 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
829     #define INFO_CHANNEL "info" // lower_left box
830 root 1.94 #define SAY_CHANNEL "say"
831     #define CHAT_CHANNEL "chat"
832 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
833 root 1.69
834     /* The following are the color flags passed to new_draw_info.
835     *
836     * We also set up some control flags
837     *
838     * NDI = New Draw Info
839     */
840    
841     /* Color specifications - note these match the order in xutil.c */
842     /* Note 2: Black, the default color, is 0. Thus, it does not need to
843     * be implicitly specified.
844     */
845     #define NDI_BLACK 0
846     #define NDI_WHITE 1
847     #define NDI_NAVY 2
848     #define NDI_RED 3
849     #define NDI_ORANGE 4
850     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
851     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
852     #define NDI_GREEN 7 /* SeaGreen */
853     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
854     /* Than seagreen - also background color */
855     #define NDI_GREY 9
856     #define NDI_BROWN 10 /* Sienna */
857     #define NDI_GOLD 11
858     #define NDI_TAN 12 /* Khaki */
859    
860     #define NDI_MAX_COLOR 12 /* Last value in */
861     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
862     /* using an int anyways, so we have the space */
863     /* to still do all the flags */
864    
865     #define NDI_REPLY 0x20 // is a direct reply to a user command
866 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
867     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
868     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
869 root 1.69
870     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
871     #define NDI_ALL 0x2000 /* Inform all players of this message */
872     #define NDI_DEF 0x4000 // ignore colour for channel protocol
873 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
874 root 1.69
875 root 1.1 #endif /* DEFINE_H */
876 root 1.11