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Revision: 1.16
Committed: Fri Dec 15 20:07:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
more slight copyright adjustments

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.16 The authors can be reached via e-mail at crossfire.de
22 root 1.1 */
23    
24     /* This file is best viewed with a window width of about 100 character */
25    
26     /* This file is really too large. With all the .h files
27     * around, this file should be better split between them - things
28     * that deal with objects should be in objects.h, things dealing
29     * with players in player.h, etc. As it is, everything just seems
30     * to be dumped in here.
31     */
32    
33     #ifndef DEFINE_H
34 root 1.11 #define DEFINE_H
35 root 1.1
36     /*
37     * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38     * Thus the prototypes made by cextract don't get included correctly.
39     */
40 root 1.11 #if !defined(__STDC__)
41 root 1.10
42 root 1.1 /* Removed # from start of following line. makedepend was picking it up.
43     * The following should still hopefully result in an error.
44     */
45     error - Your ANSI C compiler should be defining __STDC__;
46 root 1.11 #endif
47 root 1.1
48 pippijn 1.14 #include <autoconf.h>
49 root 1.1
50 root 1.11 #define FONTDIR ""
51     #define FONTNAME ""
52 root 1.1
53     /* Decstations have trouble with fabs()... */
54 root 1.11 #define FABS(x) ((x)<0?-(x):(x))
55 root 1.1
56 root 1.11 #ifdef __NetBSD__
57     # include <sys/param.h>
58     #endif
59     #ifndef MIN
60     # define MIN(x,y) ((x)<(y)?(x):(y))
61     #endif
62     #ifndef MAX
63     # define MAX(x,y) ((x)>(y)?(x):(y))
64     #endif
65 root 1.1
66     /*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67 root 1.11 #ifndef NAME_MAX
68     # define NAME_MAX 255
69     #endif
70 root 1.1
71     /* MAX3 is basically like MAX, but instead does 3 values. */
72 root 1.11 #ifndef MAX3
73     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74     #endif
75 root 1.1
76     /* MIN3 is basically like MIN, but instead does 3 values. */
77 root 1.11 #ifndef MIN3
78     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79     #endif
80 root 1.10
81 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
82     #define MIN_STAT 1 /* The minimum legal value of any stat */
83 root 1.10
84 root 1.11 #define MAX_BUF 1024
85 root 1.10 /* Used for all kinds of things */
86 root 1.11 #define VERY_BIG_BUF 2048
87     #define HUGE_BUF 4096 /* Used for messages - some can be quite long */
88     #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 root 1.10
90 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
91 root 1.10
92 root 1.11 #define MAX_ANIMATIONS 256
93 root 1.10
94 root 1.11 #define MAX_NAME 48
95     #define MAX_EXT_TITLE 98
96 root 1.1
97     /* Fatal variables: */
98 root 1.11 #define OUT_OF_MEMORY 0
99     #define MAP_ERROR 1
100     #define ARCHTABLE_TOO_SMALL 2
101     #define TOO_MANY_ERRORS 3
102 root 1.1
103     /* TYPE DEFINES */
104 root 1.10
105 root 1.1 /* Only add new values to this list if somewhere in the program code,
106     * it is actually needed. Just because you add a new monster does not
107     * mean it has to have a type defined here. That only needs to happen
108     * if in some .c file, it needs to do certain special actions based on
109     * the monster type, that can not be handled by any of the numerous
110     * flags
111     * Also, if you add new entries, try and fill up the holes in this list.
112     * Additionally, when you add a new entry, include it in the table in item.c
113     */
114    
115     /* type 0 will be undefined and shows a non valid type information */
116    
117 root 1.11 #define PLAYER 1
118     #define TRANSPORT 2 /* see doc/Developers/objects */
119     #define ROD 3
120     #define TREASURE 4
121     #define POTION 5
122     #define FOOD 6
123     #define POISON 7
124     #define BOOK 8
125     #define CLOCK 9
126 root 1.10
127 root 1.1 /*#define FBULLET 10 */
128 root 1.10
129 root 1.1 /*#define FBALL 11 */
130 root 1.11 #define LIGHTNING 12
131     #define ARROW 13
132     #define BOW 14
133     #define WEAPON 15
134     #define ARMOUR 16
135     #define PEDESTAL 17
136     #define ALTAR 18
137 root 1.10
138 elmex 1.4 /*#define CONFUSION 19 */
139 root 1.11 #define LOCKED_DOOR 20
140     #define SPECIAL_KEY 21
141     #define MAP 22
142     #define DOOR 23
143     #define KEY 24
144 root 1.10
145 root 1.1 /*#define MMISSILE 25 */
146 root 1.11 #define TIMED_GATE 26
147     #define TRIGGER 27
148     #define GRIMREAPER 28
149     #define MAGIC_EAR 29
150     #define TRIGGER_BUTTON 30
151     #define TRIGGER_ALTAR 31
152     #define TRIGGER_PEDESTAL 32
153     #define SHIELD 33
154     #define HELMET 34
155     #define HORN 35
156     #define MONEY 36
157     #define CLASS 37 /* object for applying character class modifications to someone */
158     #define GRAVESTONE 38
159     #define AMULET 39
160     #define PLAYERMOVER 40
161     #define TELEPORTER 41
162     #define CREATOR 42
163     #define SKILL 43 /* also see SKILL_TOOL (74) below */
164     #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
165 root 1.8 /* experience for broad skill categories. This value */
166     /* is now automatically converteed at load time. */
167 root 1.11 #define EARTHWALL 45
168     #define GOLEM 46
169 root 1.10
170 root 1.1 /*#define BOMB 47 */
171 root 1.11 #define THROWN_OBJ 48
172     #define BLINDNESS 49
173     #define GOD 50
174 root 1.1
175 root 1.11 #define DETECTOR 51 /* peterm: detector is an object */
176 root 1.8 /* which notices the presense of */
177     /* another object and is triggered */
178     /* like buttons. */
179 root 1.11 #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 root 1.8 /* force into a player with a specified string WHEN TRIGGERED. */
181 root 1.11 #define DEAD_OBJECT 53
182     #define DRINK 54
183     #define MARKER 55 /* inserts an invisible, weightless */
184 root 1.8 /* force into a player with a specified string. */
185 root 1.11 #define HOLY_ALTAR 56
186     #define PLAYER_CHANGER 57
187     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 root 1.1
189 root 1.11 #define PEACEMAKER 59 /* Object owned by a player which can convert */
190 root 1.8 /* a monster into a peaceful being incapable of attack. */
191 root 1.11 #define GEM 60
192 root 1.10
193     /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194 root 1.11 #define FIREWALL 62
195     #define ANVIL 63
196     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197     #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 root 1.10 * values of last_sp set how to change:
199     * 0 = furious, all monsters become aggressive
200     * 1 = angry, all but friendly become aggressive
201     * 2 = calm, all aggressive monsters calm down
202     * 3 = sleep, all monsters fall asleep
203     * 4 = charm, monsters become pets */
204 root 1.11 #define EXIT 66
205     #define ENCOUNTER 67
206     #define SHOP_FLOOR 68
207     #define SHOP_MAT 69
208     #define RING 70
209     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
210     #define FLESH 72 /* animal 'body parts' -b.t. */
211     #define INORGANIC 73 /* metals and minerals */
212     #define SKILL_TOOL 74 /* Allows the use of a skill */
213     #define LIGHTER 75
214 root 1.1
215     /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
216     * types are not used in any archetypes, and should perhaps be removed.
217     */
218 root 1.11 #define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 root 1.10
220 root 1.11 #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221     #define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222     #define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 root 1.10 in the engine. Like statues, clocks, chairs,...
224     If perhaps we create a function where we can sit
225     on chairs, we create a new type and remove all
226     chairs from here. */
227 root 1.11 #define MONSTER 80
228 root 1.10 /* yes, thats a real, living creature */
229 root 1.11 #define SPAWN_GENERATOR 81
230 root 1.10 /* a spawn point or monster generator object */
231 root 1.11 #define LAMP 82 /* a lamp */
232     #define DUPLICATOR 83 /* duplicator/multiplier object */
233     #define TOOL 84 /* a tool for building objects */
234     #define SPELLBOOK 85
235     #define BUILDFAC 86 /* facilities for building objects */
236     #define CLOAK 87
237 root 1.1
238     /*#define CONE 88 */
239    
240 root 1.10 /*#define AURA 89 *//* aura spell object */
241    
242 root 1.11 #define SPINNER 90
243     #define GATE 91
244     #define BUTTON 92
245     #define CF_HANDLE 93
246     #define HOLE 94
247     #define TRAPDOOR 95
248 root 1.10
249 root 1.1 /*#define WORD_OF_RECALL 96 */
250 root 1.10
251 root 1.1 /*#define PARAIMAGE 97 */
252 root 1.11 #define SIGN 98
253     #define BOOTS 99
254     #define GLOVES 100
255     #define SPELL 101
256     #define SPELL_EFFECT 102
257     #define CONVERTER 103
258     #define BRACERS 104
259     #define POISONING 105
260     #define SAVEBED 106
261     #define POISONCLOUD 107
262     #define FIREHOLES 108
263     #define WAND 109
264 root 1.10
265 root 1.1 /*#define ABILITY 110*/
266 root 1.11 #define SCROLL 111
267     #define DIRECTOR 112
268     #define GIRDLE 113
269     #define FORCE 114
270     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271     #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
272     #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273     #define CONTAINER 122
274     #define ARMOUR_IMPROVER 123
275     #define WEAPON_IMPROVER 124
276 root 1.1
277     /* unused: 125 - 129
278     * type 125 was MONEY_CHANGER
279     */
280 root 1.11 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281     #define DEEP_SWAMP 138
282     #define IDENTIFY_ALTAR 139
283 root 1.10
284     /*#define CANCELLATION 141*//* not used with new spell code */
285 root 1.11 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286 root 1.10
287     /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288    
289 root 1.1 /*#define SWARM_SPELL 153*/
290 root 1.11 #define RUNE 154
291     #define TRAP 155
292 root 1.1
293 root 1.11 #define POWER_CRYSTAL 156
294     #define CORPSE 157
295 root 1.10
296 root 1.11 #define DISEASE 158
297     #define SYMPTOM 159
298     #define BUILDER 160 /* Generic item builder, see subtypes */
299     #define MATERIAL 161/* Material for building */
300 root 1.1
301     /* #define GPS 162 Ground positionning system, moved to Python plugin */
302 root 1.11 #define ITEM_TRANSFORMER 163/* Transforming one item with another */
303     #define QUEST 164/* See below for subtypes */
304     #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 elmex 1.5 potions, alchemy, or magic works here (elmex) */
306 root 1.10
307 root 1.1 /* END TYPE DEFINE */
308    
309 root 1.11 #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 root 1.7
311 root 1.1 /* Subtypes for BUILDER */
312 root 1.11 #define ST_BD_BUILD 1 /* Builds an item */
313     #define ST_BD_REMOVE 2 /* Removes an item */
314 root 1.1
315     /* Subtypes for MATERIAL */
316 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
317     #define ST_MAT_WALL 2 /* Wall */
318     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
319 root 1.1
320     /* definitions for weapontypes */
321    
322 root 1.11 #define WEAP_HIT 0 /* the basic */
323     #define WEAP_SLASH 1 /* slash */
324     #define WEAP_PIERCE 2 /* arrows, stiletto */
325     #define WEAP_CLEAVE 3 /* axe */
326     #define WEAP_SLICE 4 /* katana */
327     #define WEAP_STAB 5 /* knife, dagger */
328     #define WEAP_WHIP 6 /* whips n chains */
329     #define WEAP_CRUSH 7 /* big hammers, flails */
330     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
331 root 1.10
332     typedef struct typedata
333     {
334     int number;
335     const char *name;
336     const char *name_pl;
337     int identifyskill;
338     int identifyskill2;
339 root 1.1 } typedata;
340    
341     extern const int ItemTypesSize;
342     extern typedata ItemTypes[];
343    
344     /* definitions for detailed pickup descriptions.
345     * The objective is to define intelligent groups of items that the
346     * user can pick up or leave as he likes. */
347    
348     /* high bit as flag for new pickup options */
349 root 1.11 #define PU_NOTHING 0x00000000
350 root 1.1
351 root 1.11 #define PU_DEBUG 0x10000000
352     #define PU_INHIBIT 0x20000000
353     #define PU_STOP 0x40000000
354     #define PU_NEWMODE 0x80000000
355    
356     #define PU_RATIO 0x0000000F
357    
358     #define PU_FOOD 0x00000010
359     #define PU_DRINK 0x00000020
360     #define PU_VALUABLES 0x00000040
361     #define PU_BOW 0x00000080
362    
363     #define PU_ARROW 0x00000100
364     #define PU_HELMET 0x00000200
365     #define PU_SHIELD 0x00000400
366     #define PU_ARMOUR 0x00000800
367    
368     #define PU_BOOTS 0x00001000
369     #define PU_GLOVES 0x00002000
370     #define PU_CLOAK 0x00004000
371     #define PU_KEY 0x00008000
372    
373     #define PU_MISSILEWEAPON 0x00010000
374     #define PU_ALLWEAPON 0x00020000
375     #define PU_MAGICAL 0x00040000
376     #define PU_POTION 0x00080000
377    
378     #define PU_SPELLBOOK 0x00100000
379     #define PU_SKILLSCROLL 0x00200000
380     #define PU_READABLES 0x00400000
381     #define PU_MAGIC_DEVICE 0x00800000
382 root 1.1
383 root 1.11 #define PU_NOT_CURSED 0x01000000
384     #define PU_JEWELS 0x02000000
385 root 1.13 #define PU_FLESH 0x04000000
386 root 1.1
387    
388     /* Instead of using arbitrary constants for indexing the
389     * freearr, add these values. <= SIZEOFFREE1 will get you
390     * within 1 space. <= SIZEOFFREE2 wll get you withing
391     * 2 spaces, and the entire array (< SIZEOFFREE) is
392     * three spaces
393     */
394 root 1.11 #define SIZEOFFREE1 8
395     #define SIZEOFFREE2 24
396     #define SIZEOFFREE 49
397 root 1.1
398 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 root 1.1
400     /* Flag structure now changed.
401     * Each flag is now a bit offset, starting at zero. The macros
402     * will update/read the appropriate flag element in the object
403     * structure.
404     *
405     * Hopefully, since these offsets are integer constants set at run time,
406     * the compiler will reduce the macros something as simple as the
407     * old system was.
408     *
409     * Flags now have FLAG as the prefix. This to be clearer, and also
410     * to make sure F_ names are not still being used anyplace.
411     *
412     * The macros below assume that the flag size for each element is 32
413     * bits. IF it is smaller, bad things will happen. See structs.h
414     * for more info.
415     *
416     * All functions should use the macros below. In process of converting
417     * to the new system, I find several files that did not use the previous
418     * macros.
419     *
420     * If any FLAG's are or changed, make sure the flag_names structure in
421     * common/loader.l is updated.
422     *
423     * flags[0] is 0 to 31
424     * flags[1] is 32 to 63
425     * flags[2] is 64 to 95
426     * flags[3] is 96 to 127
427     */
428 root 1.10
429 root 1.1 /* Basic routines to do above */
430 root 1.11 #define SET_FLAG(xyz, p) \
431 root 1.8 ((xyz)->flags[p/32] |= (1U << (p % 32)))
432 root 1.11 #define CLEAR_FLAG(xyz, p) \
433 root 1.8 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
434 root 1.11 #define QUERY_FLAG(xyz, p) \
435 root 1.8 ((xyz)->flags[p/32] & (1U << (p % 32)))
436 root 1.11 #define COMPARE_FLAGS(p,q) \
437 root 1.8 ( \
438     ((p)->flags[0] == (q)->flags[0]) && \
439     ((p)->flags[1] == (q)->flags[1]) && \
440     ((p)->flags[2] == (q)->flags[2]) && \
441     ((p)->flags[3] == (q)->flags[3]) \
442     )
443 root 1.10
444 root 1.1 /* convenience macros to determine what kind of things we are dealing with */
445    
446 root 1.11 #define IS_WEAPON(op) \
447 root 1.8 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
448 root 1.1
449 root 1.11 #define IS_ARMOR(op) \
450 root 1.8 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
451     op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
452     op->type == BRACERS || op->type == GIRDLE)
453 root 1.1
454 root 1.11 #define IS_LIVE(op) \
455 root 1.8 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
456     (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
457     !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458 root 1.1
459 root 1.11 #define IS_ARROW(op) \
460 root 1.8 (op->type==ARROW || \
461     (op->type==SPELL_EFFECT && \
462     (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
463 root 1.1
464     /* This return TRUE if object has still randomitems which
465     * could be expanded.
466     */
467 root 1.11 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
468 root 1.1
469     /* the flags */
470    
471 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
472     #define FLAG_WIZ 1 /* Object has special privilegies */
473     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
474     #define FLAG_FREED 3 /* Object is in the list of free objects */
475     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
476     #define FLAG_APPLIED 5 /* Object is ready for use by living */
477     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
478     #define FLAG_USE_SHIELD 7
479 root 1.10 /* Can this creature use a shield? */
480    
481 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
482 root 1.10
483     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484    
485     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
486 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487 root 1.10
488     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489    
490     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
491 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
492     #define FLAG_FRIENDLY 15 /* Will help players */
493 root 1.10
494 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
495     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
496     #define FLAG_AUTO_APPLY 18
497 root 1.10 /* Will be applied when created */
498 root 1.11 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
499     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
500     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
501     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
502     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
503     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504 root 1.10
505     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506    
507     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508    
509     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
510 root 1.11 #define FLAG_IS_USED_UP 28
511 root 1.10 /* When (--food<0) the object will exit */
512 root 1.11 #define FLAG_IDENTIFIED 29
513 root 1.10 /* Player knows full info about item */
514 root 1.11 #define FLAG_REFLECTING 30
515 root 1.10 /* Object reflects from walls (lightning) */
516 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
517 root 1.1
518     /* Start of values in flags[1] */
519 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
520     #define FLAG_HITBACK 33 /* Object will hit back when hit */
521     #define FLAG_STARTEQUIP 34
522 root 1.10 /* Object was given to player at start */
523 root 1.11 #define FLAG_BLOCKSVIEW 35
524 root 1.10 /* Object blocks view */
525 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
526     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
527     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
528     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
529 root 1.10
530 root 1.11 #define FLAG_REFL_SPELL 40
531 root 1.10 /* Spells (some) will reflect from object */
532 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
533     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
534     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
535     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
536     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
537 root 1.10 but can still attack at a distance */
538    
539     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
540     thru this object as if it wasn't there */
541    
542     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543    
544 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
545     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
546     #define FLAG_NO_DROP 50 /* Object can't be dropped */
547     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
548     #define FLAG_CAST_SPELL 52
549 root 1.10 /* (Monster) can learn and cast spells */
550 root 1.11 #define FLAG_USE_SCROLL 53
551 root 1.10 /* (Monster) can read scroll */
552 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
553     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
554 root 1.10
555 root 1.11 #define FLAG_USE_ARMOUR 56
556 root 1.10 /* (Monster) can wear armour/shield/helmet */
557 root 1.11 #define FLAG_USE_WEAPON 57
558 root 1.10 /* (Monster) can wield weapons */
559 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
560     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
561     #define FLAG_READY_BOW 60 /* not implemented yet */
562     #define FLAG_XRAYS 61 /* X-ray vision */
563     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
564     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
565 root 1.1
566     /* Start of values in flags[2] */
567 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
568     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
569     #define FLAG_SLEEP 66 /* NPC is sleeping */
570     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
571     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
572     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
573     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
574     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
575    
576     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
577     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
578     #define FLAG_CURSED 74 /* The object is cursed */
579     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
580     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
581     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
582     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
583     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
584    
585     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
586     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
587     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588 root 1.10
589 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
590 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
591     #define FLAG_MAKE_INVIS 85
592 root 1.10 /* (Item) gives invisibility when applied */
593 root 1.11 #define FLAG_INV_LOCKED 86
594 root 1.10 /* Item will not be dropped from inventory */
595 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
596 root 1.10
597 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
598     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
599     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
600     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
601     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
602     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
603     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604 root 1.10
605     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
606 root 1.1
607     /* Start of values in flags[3] */
608 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
609     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
610 root 1.10 * away (replaces ghosthit)
611     */
612 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
613 root 1.10 * detect cases were the server is trying
614     * to send an upditem when we have not
615     * actually sent the item.
616     */
617    
618 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
619 root 1.10 object */
620 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
621     #define FLAG_NO_ATTACK 101 /* monster don't attack */
622     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
623     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
624 root 1.10 * load_original_map() */
625 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
626 root 1.10 * the overlay, and is not subject to
627     * decay. */
628 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
629     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
630     #define FLAG_IS_WATER 107
631     #define FLAG_CONTENT_ON_GEN 108
632     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
633     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
634     #define FLAG_AFK 111 /* Player is AFK */
635     #define NUM_FLAGS 111 /* Should always be equal to the last
636 root 1.10 * defined flag. If you change this,
637     * make sure you update the flag_links
638     * in common/loader.l
639     */
640 root 1.1
641     /* Values can go up to 127 before the size of the flags array in the
642     * object structure needs to be enlarged.
643     * So there are 18 available flags slots
644     */
645    
646    
647 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
648 root 1.10
649 root 1.11 #if 0
650 root 1.1
651     /* These should no longer be needed - access move_slow_penalty
652     * directly.
653     */
654 root 1.11 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
655     # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
656     #endif
657 root 1.1
658     /* If you add new movement types, you may need to update
659     * describe_item() so properly describe those types.
660     * change_abil() probably should be updated also.
661     */
662 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
663     #define MOVE_FLY_LOW 0x2 /* Low flying object */
664     #define MOVE_FLY_HIGH 0x4 /* High flying object */
665     #define MOVE_FLYING 0x6
666 root 1.10 /* Combo of fly_low and fly_high */
667 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
668     #define MOVE_BOAT 0x10 /* Boats/sailing */
669     #define MOVE_ALL 0x1f /* Mask of all movement types */
670 root 1.1
671     /* the normal assumption is that objects are walking/flying.
672     * So often we don't want to block movement, but still don't want
673     * to allow all types (swimming is rather specialized) - I also
674     * expect as more movement types show up, this is likely to get
675     * updated. Basically, this is the default for spaces that allow
676     * movement - anything but swimming right now. If you really
677     * want nothing at all, then can always set move_block to 0
678     */
679 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
680 root 1.1
681     /* typdef here to define type large enough to hold bitmask of
682     * all movement types. Make one declaration so easy to update.
683     * uint8 is defined yet, so just use what that would define it
684     * at anyways.
685     */
686 root 1.10 typedef unsigned char MoveType;
687 root 1.1
688     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
689     * Basically, ob2 has to block all of ob1 movement types.
690     */
691 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
692 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
693    
694     /* Basic macro to see if if ob1 can not move onto a space based
695     * on the 'type' move_block parameter
696     * Add check - if type is 0, don't stop anything from moving
697     * onto it.
698     *
699     */
700 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
701 root 1.1 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
702    
703    
704 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
705     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
706     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
707 root 1.1
708     /* Note: These values are only a default value, resizing can change them */
709 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
710     #define LOOK_SIZE 6 /* ditto, but for the look-window */
711     #define MAX_INV_SIZE 40 /* For initializing arrays */
712     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
713    
714     #define EDITABLE(xyz) ((xyz)->arch->editable)
715    
716     #define E_MONSTER 0x00000001
717     #define E_EXIT 0x00000002
718     #define E_TREASURE 0x00000004
719     #define E_BACKGROUND 0x00000008
720     #define E_DOOR 0x00000010
721     #define E_SPECIAL 0x00000020
722     #define E_SHOP 0x00000040
723     #define E_NORMAL 0x00000080
724     #define E_FALSE_WALL 0x00000100
725     #define E_WALL 0x00000200
726     #define E_EQUIPMENT 0x00000400
727     #define E_OTHER 0x00000800
728     #define E_ARTIFACT 0x00001000
729    
730     #define EXIT_PATH(xyz) (xyz)->slaying
731     #define EXIT_LEVEL(xyz) (xyz)->stats.food
732     #define EXIT_X(xyz) (xyz)->stats.hp
733     #define EXIT_Y(xyz) (xyz)->stats.sp
734     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
735     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
736 root 1.1
737     /* for use by the lighting code */
738 root 1.11 #define MAX_LIGHT_RADII 4
739 root 1.10 /* max radii for 'light' object, really
740 root 1.8 * large values allow objects that can
741     * slow down the game */
742 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
743 root 1.10 * practical reason to exceed this */
744 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
745 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
746 root 1.1
747 root 1.11 #define F_BUY 0
748     #define F_SELL 1
749     #define F_TRUE 2 /* True value of item, unadjusted */
750     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
751     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
752     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
753     #define F_APPROX 32 /* flag to give a guess of item value */
754     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
755    
756     #define DIRX(xyz) freearr_x[(xyz)->direction]
757     #define DIRY(xyz) freearr_y[(xyz)->direction]
758    
759     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
760     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
761    
762     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
763     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
764     #define WEAPON_SPEED(xyz) (xyz)->last_sp
765 root 1.1
766     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
767     each of them signed char, concatenated in a int16 */
768 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
769     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
770     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
771     #define FIRE_DIRECTIONAL 0
772     #define FIRE_POSITIONAL 1
773 root 1.1
774     /******************************************************************************/
775 root 1.10
776 root 1.1 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777 root 1.10
778 root 1.1 /******************************************************************************/
779 root 1.10
780 root 1.1 /* if your monsters start acting wierd, mail me */
781 root 1.10
782 root 1.1 /******************************************************************************/
783 root 1.10
784 root 1.1 /* the following definitions are for the attack_movement variable in monsters */
785 root 1.10
786 root 1.1 /* if the attack_variable movement is left out of the monster archetype, or is*/
787 root 1.10
788 root 1.1 /* set to zero */
789 root 1.10
790 root 1.1 /* the standard mode of movement from previous versions of crossfire will be */
791 root 1.10
792 root 1.1 /* used. the upper four bits of movement data are not in effect when the monst*/
793 root 1.10
794 root 1.1 /* er has an enemy. these should only be used for non agressive monsters. */
795 root 1.10
796 root 1.1 /* to program a monsters movement add the attack movement numbers to the movem*/
797 root 1.10
798 root 1.1 /* ment numbers example a monster that moves in a circle until attacked and */
799 root 1.10
800 root 1.1 /* then attacks from a distance: */
801 root 1.10
802 root 1.1 /* CIRCLE1 = 32 */
803 root 1.10
804 root 1.1 /* + DISTATT = 1 */
805 root 1.10
806 root 1.1 /* ------------------- */
807 root 1.10
808 root 1.1 /* attack_movement = 33 */
809 root 1.10
810 root 1.1 /******************************************************************************/
811 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
812 root 1.1 /* attack from a distance - good for missile users only */
813 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
814     #define HITRUN 3 /* run to then hit player then run away cyclicly */
815     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
816     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
817     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
818     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
819     #define WAIT2 8 /* monster does not try to move towards player if far */
820 root 1.1 /* maintains comfortable distance */
821 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
822 root 1.1 /* are set to this number, the monster follows a player */
823     /* until the owner calls it back or off */
824     /* player followed denoted by 0b->owner */
825     /* the monster will try to attack whatever the player is */
826     /* attacking, and will continue to do so until the owner */
827     /* calls off the monster - a key command will be */
828     /* inserted to do so */
829 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
830 root 1.1 /* are set to this number, the monster will move in a */
831     /* circle until it is attacked, or the enemy field is */
832 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
833 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
834     #define PACEH 64 /* The Monster will pace back and forth until attacked */
835 root 1.1 /* this is HORIZONTAL movement */
836 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
837 root 1.1 /* pace area is longer and the monster stops before */
838     /* changing directions */
839     /* this is HORIZONTAL movement */
840 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
841 root 1.1 /* it is stopped by an obstacle, then it chooses another */
842     /* direction. */
843 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
844     #define PACEV 128 /* The Monster will pace back and forth until attacked */
845 root 1.1 /* this is VERTICAL movement */
846 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
847 root 1.1 /* pace area is longer and the monster stops before */
848     /* changing directions */
849     /* this is VERTICAL movement */
850 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
851     #define HI4 240
852 root 1.1
853     /*
854     * Use of the state-variable in player objects:
855     */
856    
857 root 1.11 #define ST_PLAYING 0
858     #define ST_PLAY_AGAIN 1
859     #define ST_ROLL_STAT 2
860     #define ST_CHANGE_CLASS 3
861     #define ST_CONFIRM_QUIT 4
862     #define ST_CONFIGURE 5
863     #define ST_GET_NAME 6
864     #define ST_GET_PASSWORD 7
865     #define ST_CONFIRM_PASSWORD 8
866     #define ST_GET_PARTY_PASSWORD 10
867    
868     #define BLANK_FACE_NAME "blank.111"
869     #define EMPTY_FACE_NAME "empty.111"
870     #define DARK_FACE1_NAME "dark1.111"
871     #define DARK_FACE2_NAME "dark2.111"
872     #define DARK_FACE3_NAME "dark3.111"
873     #define SMOOTH_FACE_NAME "default_smoothed.111"
874 root 1.1
875     /*
876     * Defines for the luck/random functions to make things more readable
877     */
878    
879 root 1.11 #define PREFER_HIGH 1
880     #define PREFER_LOW 0
881 root 1.1
882     /* Simple function we use below to keep adding to the same string
883     * but also make sure we don't overwrite that string.
884     */
885 root 1.10 static inline void
886     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
887 root 1.1 {
888 root 1.10 if (*curlen == (maxlen - 1))
889     return;
890    
891     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
892     dest[maxlen - 1] = 0;
893     *curlen += strlen (orig);
894    
895     if (*curlen > (maxlen - 1))
896     *curlen = maxlen - 1;
897 root 1.1 }
898    
899    
900     /* The SAFE versions of these call the safe_strcat function above.
901     * Ideally, all functions should use the SAFE functions, but they
902     * require some extra support in the calling function to remain as
903     * efficient.
904     */
905 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
906 root 1.1 if(variable) { \
907     int i,j=0; \
908     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
909     for(i=0; i<NROFATTACKS; i++) \
910     if(variable & (1<<i)) { \
911     if (j) \
912     safe_strcat(retbuf,", ", len, maxlen); \
913     else \
914     j = 1; \
915     safe_strcat(retbuf, attacks[i], len, maxlen); \
916     } \
917     safe_strcat(retbuf,")",len,maxlen); \
918     }
919 root 1.10
920 root 1.1
921     /* separated this from the common/item.c file. b.t. Dec 1995 */
922    
923 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
924 root 1.1 if(variable) { \
925     int i,j=0; \
926     strcat(retbuf,"(" name ": "); \
927     for(i=0; i<NROFATTACKS; i++) \
928     if(variable & (1<<i)) { \
929     if (j) \
930     strcat(retbuf,", "); \
931     else \
932     j = 1; \
933     strcat(retbuf, attacks[i]); \
934     } \
935     strcat(retbuf,")"); \
936     }
937 root 1.10
938    
939 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
940 root 1.1 if(variable) { \
941     int i,j=0; \
942     strcat(retbuf,"(" name ": "); \
943     for(i=0; i<NRSPELLPATHS; i++) \
944     if(variable & (1<<i)) { \
945     if (j) \
946     strcat(retbuf,", "); \
947     else \
948     j = 1; \
949     strcat(retbuf, spellpathnames[i]); \
950     } \
951     strcat(retbuf,")"); \
952     }
953    
954    
955 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
956 root 1.1 if(variable) { \
957     int i,j=0; \
958     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
959     for(i=0; i<NRSPELLPATHS; i++) \
960     if(variable & (1<<i)) { \
961     if (j) \
962     safe_strcat(retbuf,", ", len, maxlen); \
963     else \
964     j = 1; \
965     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
966     } \
967     safe_strcat(retbuf,")", len, maxlen); \
968     }
969    
970     /* Flags for apply_special() */
971 root 1.10 enum apply_flag
972     {
973     /* Basic flags, always use one of these */
974     AP_NULL = 0,
975     AP_APPLY = 1,
976     AP_UNAPPLY = 2,
977 root 1.1
978 root 1.10 AP_BASIC_FLAGS = 15,
979 root 1.1
980     /* Optional flags, for bitwise or with a basic flag */
981 root 1.10 AP_NO_MERGE = 16,
982     AP_IGNORE_CURSE = 32,
983     AP_PRINT = 64 /* Print what to do, don't actually do it */
984     /* Note this is supported in all the functions */
985 root 1.1 };
986    
987     /* Bitmask values for 'can_apply_object()' return values.
988     * the CAN_APPLY_ prefix is to just note what function the
989     * are returned from.
990     *
991     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
992     * location who doesn't have.
993     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
994     * this basically means one of the FLAGS are set saying you can't
995     * use this.
996     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
997     * if this object can do anything to use this object. If the value
998     * returned from can_apply_object() anded with the mask is non zero,
999     * then it is out of the control of this creature to use the item.
1000     * otherwise it means that by unequipping stuff, they could apply the object
1001     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
1002     * this.
1003     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
1004     * unapplied before this can be applied. Think of switching to
1005     * a bow but you have a sword & shield - both the sword and
1006     * shield need to be uneqipped before you can do the bow.
1007     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
1008     * this one can be applied. Think of rings - human is wearing two
1009     * rings and tries to apply one - there are two possible rings he
1010     * could remove.
1011     *
1012     */
1013 root 1.11 #define CAN_APPLY_NEVER 0x1
1014     #define CAN_APPLY_RESTRICTION 0x2
1015     #define CAN_APPLY_NOT_MASK 0xf
1016     #define CAN_APPLY_UNAPPLY 0x10
1017     #define CAN_APPLY_UNAPPLY_MULT 0x20
1018     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
1019 root 1.1
1020     /* Cut off point of when an object is put on the active list or not */
1021 root 1.11 #define MIN_ACTIVE_SPEED 0.00001
1022 root 1.1
1023     /*
1024     * random() is much better than rand(). If you have random(), use it instead.
1025     * You shouldn't need to change any of this
1026     *
1027     * 0.93.3: It looks like linux has random (previously, it was set below
1028     * to use rand). Perhaps old version of linux lack rand? IF you run into
1029     * problems, add || defined(__linux__) the #if immediately below.
1030     *
1031     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1032     * here.
1033     */
1034    
1035 root 1.15 #define RANDOM() random()
1036     #define SRANDOM(xyz) srandom(xyz)
1037 root 1.1
1038     /* Returns the weight of the given object. Note: it does not take the number of
1039     * items (nrof) into account.
1040     */
1041 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1042 root 1.1
1043    
1044     /* Code fastening defines
1045     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1046     * buf__ and increment buf__ position so it will point to the end of buf__.
1047     * the '\0' caracter will not be put at end of buf__.
1048     * use preparefastcat and finishfastcat on buf__ to prepare
1049     * and clean up the string. (Lots faster than doing each time...)
1050     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1051     * keep in mind FAST_STRNCAT is faster since length of second argument is
1052     * kown in advance.
1053     */
1054    
1055 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1056     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1057     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1058     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1059 root 1.1
1060     /* You may uncomment following define to check sanity of code.
1061     * But use as debug only (loses all speed gained by those macros)
1062     */
1063 root 1.10
1064 root 1.1 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1065     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1066    
1067 root 1.10
1068    
1069    
1070    
1071    
1072    
1073 root 1.1 /*
1074     * Warning!
1075     * If you add message types here, don't forget
1076     * to keep the client up to date too!
1077     */
1078 root 1.10
1079    
1080 root 1.1 /* message types */
1081 root 1.11 #define MSG_TYPE_BOOK 1
1082     #define MSG_TYPE_CARD 2
1083     #define MSG_TYPE_PAPER 3
1084     #define MSG_TYPE_SIGN 4
1085     #define MSG_TYPE_MONUMENT 5
1086     #define MSG_TYPE_SCRIPTED_DIALOG 6
1087     #define MSG_TYPE_MOTD 7
1088     #define MSG_TYPE_ADMIN 8
1089     #define MSG_TYPE_LAST 9
1090 root 1.1
1091 root 1.11 #define MSG_SUBTYPE_NONE 0
1092 root 1.1
1093     /* book messages subtypes */
1094 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
1095     #define MSG_TYPE_BOOK_CLASP_2 2
1096     #define MSG_TYPE_BOOK_ELEGANT_1 3
1097     #define MSG_TYPE_BOOK_ELEGANT_2 4
1098     #define MSG_TYPE_BOOK_QUARTO_1 5
1099     #define MSG_TYPE_BOOK_QUARTO_2 6
1100     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1101     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1102     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1103     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1104     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1105 root 1.1
1106     /* card messages subtypes*/
1107 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1108     #define MSG_TYPE_CARD_SIMPLE_2 2
1109     #define MSG_TYPE_CARD_SIMPLE_3 3
1110     #define MSG_TYPE_CARD_ELEGANT_1 4
1111     #define MSG_TYPE_CARD_ELEGANT_2 5
1112     #define MSG_TYPE_CARD_ELEGANT_3 6
1113     #define MSG_TYPE_CARD_STRANGE_1 7
1114     #define MSG_TYPE_CARD_STRANGE_2 8
1115     #define MSG_TYPE_CARD_STRANGE_3 9
1116     #define MSG_TYPE_CARD_MONEY_1 10
1117     #define MSG_TYPE_CARD_MONEY_2 11
1118     #define MSG_TYPE_CARD_MONEY_3 12
1119 root 1.1
1120     /* Paper messages subtypes */
1121 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1122     #define MSG_TYPE_PAPER_NOTE_2 2
1123     #define MSG_TYPE_PAPER_NOTE_3 3
1124     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1125     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1126     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1127     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1128     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1129     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1130     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1131     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1132     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1133     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1134     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1135 root 1.1
1136     /* road signs messages subtypes */
1137 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1138     #define MSG_TYPE_SIGN_DIR_LEFT 2
1139     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1140     #define MSG_TYPE_SIGN_DIR_BOTH 4
1141 root 1.1
1142     /* stones and monument messages */
1143 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1144     #define MSG_TYPE_MONUMENT_STONE_2 2
1145     #define MSG_TYPE_MONUMENT_STONE_3 3
1146     #define MSG_TYPE_MONUMENT_STATUE_1 4
1147     #define MSG_TYPE_MONUMENT_STATUE_2 5
1148     #define MSG_TYPE_MONUMENT_STATUE_3 6
1149     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1150     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1151     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1152     #define MSG_TYPE_MONUMENT_WALL_1 10
1153     #define MSG_TYPE_MONUMENT_WALL_2 11
1154     #define MSG_TYPE_MONUMENT_WALL_3 12
1155 root 1.1
1156     /*some readable flags*/
1157    
1158     /* dialog messsage */
1159 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1160     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1161     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1162 root 1.1
1163     /* admin messages */
1164 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1165     #define MSG_TYPE_ADMIN_NEWS 2
1166 root 1.1
1167     #endif /* DEFINE_H */
1168 root 1.11