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/cvs/deliantra/server/include/define.h
Revision: 1.18
Committed: Mon Dec 18 02:35:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +3 -13 lines
Log Message:
- remove recycle_tmp_maps setting (hardwired to true)
- replace object->flags by std::bitset, seems to be way
  more efficient, for some unexplainable and not looked-into reason.
  its way cleaner, too...

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 1.17 The authors can be reached via e-mail at crossfire@schmorp.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 1.18 #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
431     #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
432     #define QUERY_FLAG(obj, flag) (obj)->flags[flag]
433 root 1.10
434 root 1.1 /* convenience macros to determine what kind of things we are dealing with */
435    
436 root 1.11 #define IS_WEAPON(op) \
437 root 1.8 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
438 root 1.1
439 root 1.11 #define IS_ARMOR(op) \
440 root 1.8 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
441     op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
442     op->type == BRACERS || op->type == GIRDLE)
443 root 1.1
444 root 1.11 #define IS_LIVE(op) \
445 root 1.8 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
446     (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
447     !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
448 root 1.1
449 root 1.11 #define IS_ARROW(op) \
450 root 1.8 (op->type==ARROW || \
451     (op->type==SPELL_EFFECT && \
452     (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
453 root 1.1
454     /* This return TRUE if object has still randomitems which
455     * could be expanded.
456     */
457 root 1.11 #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458 root 1.1
459     /* the flags */
460    
461 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
462     #define FLAG_WIZ 1 /* Object has special privilegies */
463     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
464     #define FLAG_FREED 3 /* Object is in the list of free objects */
465     #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
466     #define FLAG_APPLIED 5 /* Object is ready for use by living */
467     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
468     #define FLAG_USE_SHIELD 7
469 root 1.10 /* Can this creature use a shield? */
470    
471 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
472 root 1.10
473     /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474    
475     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
476 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
477 root 1.10
478     /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479    
480     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
481 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
482     #define FLAG_FRIENDLY 15 /* Will help players */
483 root 1.10
484 root 1.11 #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
485     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
486     #define FLAG_AUTO_APPLY 18
487 root 1.10 /* Will be applied when created */
488 root 1.11 #define FLAG_TREASURE 19 /* Will generate treasure when applied */
489     #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
490     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
491     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
492     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
493     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
494 root 1.10
495     /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
496    
497     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
498    
499     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
500 root 1.11 #define FLAG_IS_USED_UP 28
501 root 1.10 /* When (--food<0) the object will exit */
502 root 1.11 #define FLAG_IDENTIFIED 29
503 root 1.10 /* Player knows full info about item */
504 root 1.11 #define FLAG_REFLECTING 30
505 root 1.10 /* Object reflects from walls (lightning) */
506 root 1.11 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
507 root 1.1
508     /* Start of values in flags[1] */
509 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
510     #define FLAG_HITBACK 33 /* Object will hit back when hit */
511     #define FLAG_STARTEQUIP 34
512 root 1.10 /* Object was given to player at start */
513 root 1.11 #define FLAG_BLOCKSVIEW 35
514 root 1.10 /* Object blocks view */
515 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
516     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
517     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
518     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
519 root 1.10
520 root 1.11 #define FLAG_REFL_SPELL 40
521 root 1.10 /* Spells (some) will reflect from object */
522 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
523     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
524     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
525     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
526     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
527 root 1.10 but can still attack at a distance */
528    
529     /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
530     thru this object as if it wasn't there */
531    
532     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
533    
534 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
535     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
536     #define FLAG_NO_DROP 50 /* Object can't be dropped */
537     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
538     #define FLAG_CAST_SPELL 52
539 root 1.10 /* (Monster) can learn and cast spells */
540 root 1.11 #define FLAG_USE_SCROLL 53
541 root 1.10 /* (Monster) can read scroll */
542 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
543     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
544 root 1.10
545 root 1.11 #define FLAG_USE_ARMOUR 56
546 root 1.10 /* (Monster) can wear armour/shield/helmet */
547 root 1.11 #define FLAG_USE_WEAPON 57
548 root 1.10 /* (Monster) can wield weapons */
549 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
550     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
551     #define FLAG_READY_BOW 60 /* not implemented yet */
552     #define FLAG_XRAYS 61 /* X-ray vision */
553     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
554     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
555 root 1.1
556     /* Start of values in flags[2] */
557 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
558     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
559     #define FLAG_SLEEP 66 /* NPC is sleeping */
560     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
561     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
562     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
563     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
564     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
565    
566     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
567     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
568     #define FLAG_CURSED 74 /* The object is cursed */
569     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
570     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
571     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
572     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
573     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
574    
575     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
576     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
577     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
578 root 1.10
579 root 1.1 /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
580 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
581     #define FLAG_MAKE_INVIS 85
582 root 1.10 /* (Item) gives invisibility when applied */
583 root 1.11 #define FLAG_INV_LOCKED 86
584 root 1.10 /* Item will not be dropped from inventory */
585 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
586 root 1.10
587 root 1.11 #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
588     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
589     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
590     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
591     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
592     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
593     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
594 root 1.10
595     /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
596 root 1.1
597     /* Start of values in flags[3] */
598 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
599     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
600 root 1.10 * away (replaces ghosthit)
601     */
602 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
603 root 1.10 * detect cases were the server is trying
604     * to send an upditem when we have not
605     * actually sent the item.
606     */
607    
608 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
609 root 1.10 object */
610 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
611     #define FLAG_NO_ATTACK 101 /* monster don't attack */
612     #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
613     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
614 root 1.10 * load_original_map() */
615 root 1.11 #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
616 root 1.10 * the overlay, and is not subject to
617     * decay. */
618 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
619     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
620     #define FLAG_IS_WATER 107
621     #define FLAG_CONTENT_ON_GEN 108
622     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
623     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
624     #define FLAG_AFK 111 /* Player is AFK */
625     #define NUM_FLAGS 111 /* Should always be equal to the last
626 root 1.10 * defined flag. If you change this,
627     * make sure you update the flag_links
628     * in common/loader.l
629     */
630 root 1.1
631     /* Values can go up to 127 before the size of the flags array in the
632     * object structure needs to be enlarged.
633     * So there are 18 available flags slots
634     */
635    
636    
637 root 1.11 #define NROFNEWOBJS(xyz) ((xyz)->stats.food)
638 root 1.10
639 root 1.11 #if 0
640 root 1.1
641     /* These should no longer be needed - access move_slow_penalty
642     * directly.
643     */
644 root 1.11 # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
645     # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
646     #endif
647 root 1.1
648     /* If you add new movement types, you may need to update
649     * describe_item() so properly describe those types.
650     * change_abil() probably should be updated also.
651     */
652 root 1.11 #define MOVE_WALK 0x1 /* Object walks */
653     #define MOVE_FLY_LOW 0x2 /* Low flying object */
654     #define MOVE_FLY_HIGH 0x4 /* High flying object */
655     #define MOVE_FLYING 0x6
656 root 1.10 /* Combo of fly_low and fly_high */
657 root 1.11 #define MOVE_SWIM 0x8 /* Swimming object */
658     #define MOVE_BOAT 0x10 /* Boats/sailing */
659     #define MOVE_ALL 0x1f /* Mask of all movement types */
660 root 1.1
661     /* the normal assumption is that objects are walking/flying.
662     * So often we don't want to block movement, but still don't want
663     * to allow all types (swimming is rather specialized) - I also
664     * expect as more movement types show up, this is likely to get
665     * updated. Basically, this is the default for spaces that allow
666     * movement - anything but swimming right now. If you really
667     * want nothing at all, then can always set move_block to 0
668     */
669 root 1.11 #define MOVE_BLOCK_DEFAULT MOVE_SWIM
670 root 1.1
671     /* typdef here to define type large enough to hold bitmask of
672     * all movement types. Make one declaration so easy to update.
673     * uint8 is defined yet, so just use what that would define it
674     * at anyways.
675     */
676 root 1.10 typedef unsigned char MoveType;
677 root 1.1
678     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
679     * Basically, ob2 has to block all of ob1 movement types.
680     */
681 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
682 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
683    
684     /* Basic macro to see if if ob1 can not move onto a space based
685     * on the 'type' move_block parameter
686     * Add check - if type is 0, don't stop anything from moving
687     * onto it.
688     *
689     */
690 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
691 root 1.1 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
692    
693    
694 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
695     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
696     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
697 root 1.1
698     /* Note: These values are only a default value, resizing can change them */
699 root 1.11 #define INV_SIZE 12 /* How many items can be viewed in inventory */
700     #define LOOK_SIZE 6 /* ditto, but for the look-window */
701     #define MAX_INV_SIZE 40 /* For initializing arrays */
702     #define MAX_LOOK_SIZE 40 /* ditto for the look-window */
703    
704     #define EDITABLE(xyz) ((xyz)->arch->editable)
705    
706     #define E_MONSTER 0x00000001
707     #define E_EXIT 0x00000002
708     #define E_TREASURE 0x00000004
709     #define E_BACKGROUND 0x00000008
710     #define E_DOOR 0x00000010
711     #define E_SPECIAL 0x00000020
712     #define E_SHOP 0x00000040
713     #define E_NORMAL 0x00000080
714     #define E_FALSE_WALL 0x00000100
715     #define E_WALL 0x00000200
716     #define E_EQUIPMENT 0x00000400
717     #define E_OTHER 0x00000800
718     #define E_ARTIFACT 0x00001000
719    
720     #define EXIT_PATH(xyz) (xyz)->slaying
721     #define EXIT_LEVEL(xyz) (xyz)->stats.food
722     #define EXIT_X(xyz) (xyz)->stats.hp
723     #define EXIT_Y(xyz) (xyz)->stats.sp
724     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
725     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
726 root 1.1
727     /* for use by the lighting code */
728 root 1.11 #define MAX_LIGHT_RADII 4
729 root 1.10 /* max radii for 'light' object, really
730 root 1.8 * large values allow objects that can
731     * slow down the game */
732 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
733 root 1.10 * practical reason to exceed this */
734 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
735 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
736 root 1.1
737 root 1.11 #define F_BUY 0
738     #define F_SELL 1
739     #define F_TRUE 2 /* True value of item, unadjusted */
740     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
741     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
742     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
743     #define F_APPROX 32 /* flag to give a guess of item value */
744     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
745    
746     #define DIRX(xyz) freearr_x[(xyz)->direction]
747     #define DIRY(xyz) freearr_y[(xyz)->direction]
748    
749     #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
750     #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
751    
752     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
753     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
754     #define WEAPON_SPEED(xyz) (xyz)->last_sp
755 root 1.1
756     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
757     each of them signed char, concatenated in a int16 */
758 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
759     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
760     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
761     #define FIRE_DIRECTIONAL 0
762     #define FIRE_POSITIONAL 1
763 root 1.1
764     /******************************************************************************/
765 root 1.10
766 root 1.1 /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
767 root 1.10
768 root 1.1 /******************************************************************************/
769 root 1.10
770 root 1.1 /* if your monsters start acting wierd, mail me */
771 root 1.10
772 root 1.1 /******************************************************************************/
773 root 1.10
774 root 1.1 /* the following definitions are for the attack_movement variable in monsters */
775 root 1.10
776 root 1.1 /* if the attack_variable movement is left out of the monster archetype, or is*/
777 root 1.10
778 root 1.1 /* set to zero */
779 root 1.10
780 root 1.1 /* the standard mode of movement from previous versions of crossfire will be */
781 root 1.10
782 root 1.1 /* used. the upper four bits of movement data are not in effect when the monst*/
783 root 1.10
784 root 1.1 /* er has an enemy. these should only be used for non agressive monsters. */
785 root 1.10
786 root 1.1 /* to program a monsters movement add the attack movement numbers to the movem*/
787 root 1.10
788 root 1.1 /* ment numbers example a monster that moves in a circle until attacked and */
789 root 1.10
790 root 1.1 /* then attacks from a distance: */
791 root 1.10
792 root 1.1 /* CIRCLE1 = 32 */
793 root 1.10
794 root 1.1 /* + DISTATT = 1 */
795 root 1.10
796 root 1.1 /* ------------------- */
797 root 1.10
798 root 1.1 /* attack_movement = 33 */
799 root 1.10
800 root 1.1 /******************************************************************************/
801 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
802 root 1.1 /* attack from a distance - good for missile users only */
803 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
804     #define HITRUN 3 /* run to then hit player then run away cyclicly */
805     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
806     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
807     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
808     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
809     #define WAIT2 8 /* monster does not try to move towards player if far */
810 root 1.1 /* maintains comfortable distance */
811 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
812 root 1.1 /* are set to this number, the monster follows a player */
813     /* until the owner calls it back or off */
814     /* player followed denoted by 0b->owner */
815     /* the monster will try to attack whatever the player is */
816     /* attacking, and will continue to do so until the owner */
817     /* calls off the monster - a key command will be */
818     /* inserted to do so */
819 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
820 root 1.1 /* are set to this number, the monster will move in a */
821     /* circle until it is attacked, or the enemy field is */
822 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
823 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
824     #define PACEH 64 /* The Monster will pace back and forth until attacked */
825 root 1.1 /* this is HORIZONTAL movement */
826 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
827 root 1.1 /* pace area is longer and the monster stops before */
828     /* changing directions */
829     /* this is HORIZONTAL movement */
830 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
831 root 1.1 /* it is stopped by an obstacle, then it chooses another */
832     /* direction. */
833 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
834     #define PACEV 128 /* The Monster will pace back and forth until attacked */
835 root 1.1 /* this is VERTICAL movement */
836 root 1.11 #define PACEV2 144 /* 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 VERTICAL movement */
840 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
841     #define HI4 240
842 root 1.1
843     /*
844     * Use of the state-variable in player objects:
845     */
846    
847 root 1.11 #define ST_PLAYING 0
848     #define ST_PLAY_AGAIN 1
849     #define ST_ROLL_STAT 2
850     #define ST_CHANGE_CLASS 3
851     #define ST_CONFIRM_QUIT 4
852     #define ST_CONFIGURE 5
853     #define ST_GET_NAME 6
854     #define ST_GET_PASSWORD 7
855     #define ST_CONFIRM_PASSWORD 8
856     #define ST_GET_PARTY_PASSWORD 10
857    
858     #define BLANK_FACE_NAME "blank.111"
859     #define EMPTY_FACE_NAME "empty.111"
860     #define DARK_FACE1_NAME "dark1.111"
861     #define DARK_FACE2_NAME "dark2.111"
862     #define DARK_FACE3_NAME "dark3.111"
863     #define SMOOTH_FACE_NAME "default_smoothed.111"
864 root 1.1
865     /*
866     * Defines for the luck/random functions to make things more readable
867     */
868    
869 root 1.11 #define PREFER_HIGH 1
870     #define PREFER_LOW 0
871 root 1.1
872     /* Simple function we use below to keep adding to the same string
873     * but also make sure we don't overwrite that string.
874     */
875 root 1.10 static inline void
876     safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
877 root 1.1 {
878 root 1.10 if (*curlen == (maxlen - 1))
879     return;
880    
881     strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
882     dest[maxlen - 1] = 0;
883     *curlen += strlen (orig);
884    
885     if (*curlen > (maxlen - 1))
886     *curlen = maxlen - 1;
887 root 1.1 }
888    
889    
890     /* The SAFE versions of these call the safe_strcat function above.
891     * Ideally, all functions should use the SAFE functions, but they
892     * require some extra support in the calling function to remain as
893     * efficient.
894     */
895 root 1.11 #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
896 root 1.1 if(variable) { \
897     int i,j=0; \
898     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
899     for(i=0; i<NROFATTACKS; i++) \
900     if(variable & (1<<i)) { \
901     if (j) \
902     safe_strcat(retbuf,", ", len, maxlen); \
903     else \
904     j = 1; \
905     safe_strcat(retbuf, attacks[i], len, maxlen); \
906     } \
907     safe_strcat(retbuf,")",len,maxlen); \
908     }
909 root 1.10
910 root 1.1
911     /* separated this from the common/item.c file. b.t. Dec 1995 */
912    
913 root 1.11 #define DESCRIBE_ABILITY(retbuf, variable, name) \
914 root 1.1 if(variable) { \
915     int i,j=0; \
916     strcat(retbuf,"(" name ": "); \
917     for(i=0; i<NROFATTACKS; i++) \
918     if(variable & (1<<i)) { \
919     if (j) \
920     strcat(retbuf,", "); \
921     else \
922     j = 1; \
923     strcat(retbuf, attacks[i]); \
924     } \
925     strcat(retbuf,")"); \
926     }
927 root 1.10
928    
929 root 1.11 #define DESCRIBE_PATH(retbuf, variable, name) \
930 root 1.1 if(variable) { \
931     int i,j=0; \
932     strcat(retbuf,"(" name ": "); \
933     for(i=0; i<NRSPELLPATHS; i++) \
934     if(variable & (1<<i)) { \
935     if (j) \
936     strcat(retbuf,", "); \
937     else \
938     j = 1; \
939     strcat(retbuf, spellpathnames[i]); \
940     } \
941     strcat(retbuf,")"); \
942     }
943    
944    
945 root 1.11 #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
946 root 1.1 if(variable) { \
947     int i,j=0; \
948     safe_strcat(retbuf,"(" name ": ", len, maxlen); \
949     for(i=0; i<NRSPELLPATHS; i++) \
950     if(variable & (1<<i)) { \
951     if (j) \
952     safe_strcat(retbuf,", ", len, maxlen); \
953     else \
954     j = 1; \
955     safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
956     } \
957     safe_strcat(retbuf,")", len, maxlen); \
958     }
959    
960     /* Flags for apply_special() */
961 root 1.10 enum apply_flag
962     {
963     /* Basic flags, always use one of these */
964     AP_NULL = 0,
965     AP_APPLY = 1,
966     AP_UNAPPLY = 2,
967 root 1.1
968 root 1.10 AP_BASIC_FLAGS = 15,
969 root 1.1
970     /* Optional flags, for bitwise or with a basic flag */
971 root 1.10 AP_NO_MERGE = 16,
972     AP_IGNORE_CURSE = 32,
973     AP_PRINT = 64 /* Print what to do, don't actually do it */
974     /* Note this is supported in all the functions */
975 root 1.1 };
976    
977     /* Bitmask values for 'can_apply_object()' return values.
978     * the CAN_APPLY_ prefix is to just note what function the
979     * are returned from.
980     *
981     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
982     * location who doesn't have.
983     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
984     * this basically means one of the FLAGS are set saying you can't
985     * use this.
986     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
987     * if this object can do anything to use this object. If the value
988     * returned from can_apply_object() anded with the mask is non zero,
989     * then it is out of the control of this creature to use the item.
990     * otherwise it means that by unequipping stuff, they could apply the object
991     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
992     * this.
993     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
994     * unapplied before this can be applied. Think of switching to
995     * a bow but you have a sword & shield - both the sword and
996     * shield need to be uneqipped before you can do the bow.
997     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
998     * this one can be applied. Think of rings - human is wearing two
999     * rings and tries to apply one - there are two possible rings he
1000     * could remove.
1001     *
1002     */
1003 root 1.11 #define CAN_APPLY_NEVER 0x1
1004     #define CAN_APPLY_RESTRICTION 0x2
1005     #define CAN_APPLY_NOT_MASK 0xf
1006     #define CAN_APPLY_UNAPPLY 0x10
1007     #define CAN_APPLY_UNAPPLY_MULT 0x20
1008     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
1009 root 1.1
1010     /* Cut off point of when an object is put on the active list or not */
1011 root 1.11 #define MIN_ACTIVE_SPEED 0.00001
1012 root 1.1
1013     /*
1014     * random() is much better than rand(). If you have random(), use it instead.
1015     * You shouldn't need to change any of this
1016     *
1017     * 0.93.3: It looks like linux has random (previously, it was set below
1018     * to use rand). Perhaps old version of linux lack rand? IF you run into
1019     * problems, add || defined(__linux__) the #if immediately below.
1020     *
1021     * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1022     * here.
1023     */
1024    
1025 root 1.15 #define RANDOM() random()
1026     #define SRANDOM(xyz) srandom(xyz)
1027 root 1.1
1028     /* Returns the weight of the given object. Note: it does not take the number of
1029     * items (nrof) into account.
1030     */
1031 root 1.11 #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1032 root 1.1
1033    
1034     /* Code fastening defines
1035     * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1036     * buf__ and increment buf__ position so it will point to the end of buf__.
1037     * the '\0' caracter will not be put at end of buf__.
1038     * use preparefastcat and finishfastcat on buf__ to prepare
1039     * and clean up the string. (Lots faster than doing each time...)
1040     * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1041     * keep in mind FAST_STRNCAT is faster since length of second argument is
1042     * kown in advance.
1043     */
1044    
1045 root 1.11 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1046     #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1047     #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1048     #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1049 root 1.1
1050     /* You may uncomment following define to check sanity of code.
1051     * But use as debug only (loses all speed gained by those macros)
1052     */
1053 root 1.10
1054 root 1.1 /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1055     if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1056    
1057 root 1.10
1058    
1059    
1060    
1061    
1062    
1063 root 1.1 /*
1064     * Warning!
1065     * If you add message types here, don't forget
1066     * to keep the client up to date too!
1067     */
1068 root 1.10
1069    
1070 root 1.1 /* message types */
1071 root 1.11 #define MSG_TYPE_BOOK 1
1072     #define MSG_TYPE_CARD 2
1073     #define MSG_TYPE_PAPER 3
1074     #define MSG_TYPE_SIGN 4
1075     #define MSG_TYPE_MONUMENT 5
1076     #define MSG_TYPE_SCRIPTED_DIALOG 6
1077     #define MSG_TYPE_MOTD 7
1078     #define MSG_TYPE_ADMIN 8
1079     #define MSG_TYPE_LAST 9
1080 root 1.1
1081 root 1.11 #define MSG_SUBTYPE_NONE 0
1082 root 1.1
1083     /* book messages subtypes */
1084 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
1085     #define MSG_TYPE_BOOK_CLASP_2 2
1086     #define MSG_TYPE_BOOK_ELEGANT_1 3
1087     #define MSG_TYPE_BOOK_ELEGANT_2 4
1088     #define MSG_TYPE_BOOK_QUARTO_1 5
1089     #define MSG_TYPE_BOOK_QUARTO_2 6
1090     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
1091     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
1092     #define MSG_TYPE_BOOK_SPELL_PYRO 9
1093     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
1094     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1095 root 1.1
1096     /* card messages subtypes*/
1097 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
1098     #define MSG_TYPE_CARD_SIMPLE_2 2
1099     #define MSG_TYPE_CARD_SIMPLE_3 3
1100     #define MSG_TYPE_CARD_ELEGANT_1 4
1101     #define MSG_TYPE_CARD_ELEGANT_2 5
1102     #define MSG_TYPE_CARD_ELEGANT_3 6
1103     #define MSG_TYPE_CARD_STRANGE_1 7
1104     #define MSG_TYPE_CARD_STRANGE_2 8
1105     #define MSG_TYPE_CARD_STRANGE_3 9
1106     #define MSG_TYPE_CARD_MONEY_1 10
1107     #define MSG_TYPE_CARD_MONEY_2 11
1108     #define MSG_TYPE_CARD_MONEY_3 12
1109 root 1.1
1110     /* Paper messages subtypes */
1111 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
1112     #define MSG_TYPE_PAPER_NOTE_2 2
1113     #define MSG_TYPE_PAPER_NOTE_3 3
1114     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
1115     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
1116     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
1117     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
1118     #define MSG_TYPE_PAPER_ENVELOPE_1 8
1119     #define MSG_TYPE_PAPER_ENVELOPE_2 9
1120     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1121     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1122     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1123     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1124     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1125 root 1.1
1126     /* road signs messages subtypes */
1127 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
1128     #define MSG_TYPE_SIGN_DIR_LEFT 2
1129     #define MSG_TYPE_SIGN_DIR_RIGHT 3
1130     #define MSG_TYPE_SIGN_DIR_BOTH 4
1131 root 1.1
1132     /* stones and monument messages */
1133 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
1134     #define MSG_TYPE_MONUMENT_STONE_2 2
1135     #define MSG_TYPE_MONUMENT_STONE_3 3
1136     #define MSG_TYPE_MONUMENT_STATUE_1 4
1137     #define MSG_TYPE_MONUMENT_STATUE_2 5
1138     #define MSG_TYPE_MONUMENT_STATUE_3 6
1139     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1140     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1141     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1142     #define MSG_TYPE_MONUMENT_WALL_1 10
1143     #define MSG_TYPE_MONUMENT_WALL_2 11
1144     #define MSG_TYPE_MONUMENT_WALL_3 12
1145 root 1.1
1146     /*some readable flags*/
1147    
1148     /* dialog messsage */
1149 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1150     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1151     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1152 root 1.1
1153     /* admin messages */
1154 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
1155     #define MSG_TYPE_ADMIN_NEWS 2
1156 root 1.1
1157     #endif /* DEFINE_H */
1158 root 1.11