ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
Revision: 1.76
Committed: Sun Oct 7 15:52:05 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.75: +0 -1 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.62 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.40 *
4 root 1.60 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.40 *
8 root 1.62 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.40 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.40 *
18 root 1.62 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.60 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.40 */
23 root 1.1
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 pippijn 1.14 #include <autoconf.h>
37 root 1.1
38 root 1.11 #define FONTDIR ""
39     #define FONTNAME ""
40 root 1.1
41     /* Decstations have trouble with fabs()... */
42 root 1.44 #define FABS(x) fabs (x)
43 root 1.1
44 root 1.11 #ifdef __NetBSD__
45     # include <sys/param.h>
46     #endif
47     #ifndef MIN
48 root 1.41 # define MIN(x,y) min (x, y)
49 root 1.11 #endif
50     #ifndef MAX
51 root 1.41 # define MAX(x,y) max (x, y)
52 root 1.11 #endif
53 root 1.1
54 root 1.61 // maximum length of an object name in the protocol
55     #define NAME_LEN 127
56 root 1.1
57     /* MAX3 is basically like MAX, but instead does 3 values. */
58 root 1.11 #ifndef MAX3
59     # define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60     #endif
61 root 1.1
62     /* MIN3 is basically like MIN, but instead does 3 values. */
63 root 1.11 #ifndef MIN3
64     # define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65     #endif
66 root 1.10
67 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
68     #define MIN_STAT 1 /* The minimum legal value of any stat */
69 root 1.10
70 root 1.54 //TODO: not only use more reasonable values, also enforce them
71 root 1.56 #define MIN_WC -120
72     #define MAX_WC 120
73     #define MIN_AC -120
74     #define MAX_AC 120
75 root 1.54 #define MIN_DAM 0
76 root 1.55 #define MAX_DAM 200
77 elmex 1.66 #define MIN_DIGESTION -35
78     #define MAX_DIGESTION 70
79 root 1.54
80 root 1.11 #define MAX_BUF 1024
81 root 1.10 /* Used for all kinds of things */
82 root 1.11 #define VERY_BIG_BUF 2048
83 root 1.64 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84 root 1.11 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85 root 1.10
86 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
87 root 1.10
88 root 1.11 #define MAX_ANIMATIONS 256
89 root 1.10
90 root 1.11 #define MAX_NAME 48
91     #define MAX_EXT_TITLE 98
92 root 1.1
93 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
94 root 1.11 #define OUT_OF_MEMORY 0
95     #define MAP_ERROR 1
96 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
97 root 1.11 #define TOO_MANY_ERRORS 3
98 root 1.1
99     /* TYPE DEFINES */
100 root 1.10
101 root 1.1 /* Only add new values to this list if somewhere in the program code,
102     * it is actually needed. Just because you add a new monster does not
103     * mean it has to have a type defined here. That only needs to happen
104     * if in some .c file, it needs to do certain special actions based on
105     * the monster type, that can not be handled by any of the numerous
106     * flags
107     * Also, if you add new entries, try and fill up the holes in this list.
108     * Additionally, when you add a new entry, include it in the table in item.c
109     */
110    
111 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
112     * definitions)
113     */
114    
115 elmex 1.28 /* type 0 objects have the default behaviour */
116    
117 elmex 1.21 #define PLAYER 1
118     #define TRANSPORT 2 /* see pod/objects.pod */
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 1.75 //10
127     //11
128     //12
129 elmex 1.21 #define ARROW 13
130     #define BOW 14
131     #define WEAPON 15
132     #define ARMOUR 16
133     #define PEDESTAL 17
134     #define ALTAR 18
135 root 1.75 //19
136 elmex 1.21 #define LOCKED_DOOR 20
137     #define SPECIAL_KEY 21
138     #define MAP 22
139     #define DOOR 23
140     #define KEY 24
141 root 1.75 //25
142 elmex 1.21 #define TIMED_GATE 26
143     #define TRIGGER 27
144     #define GRIMREAPER 28
145     #define MAGIC_EAR 29
146     #define TRIGGER_BUTTON 30
147     #define TRIGGER_ALTAR 31
148     #define TRIGGER_PEDESTAL 32
149     #define SHIELD 33
150     #define HELMET 34
151     #define HORN 35
152     #define MONEY 36
153     #define CLASS 37 /* object for applying character class modifications to someone */
154     #define GRAVESTONE 38
155     #define AMULET 39
156     #define PLAYERMOVER 40
157     #define TELEPORTER 41
158     #define CREATOR 42
159     #define SKILL 43 /* also see SKILL_TOOL (74) below */
160 root 1.75 //44
161 elmex 1.21 #define EARTHWALL 45
162     #define GOLEM 46
163 root 1.75 //47
164 elmex 1.21 #define THROWN_OBJ 48
165     #define BLINDNESS 49
166     #define GOD 50
167     #define DETECTOR 51 /* peterm: detector is an object
168     * which notices the presense of
169     * another object and is triggered
170     * like buttons.
171     */
172     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
173     * force into a player with a specified string WHEN TRIGGERED.
174     */
175     #define DEAD_OBJECT 53
176     #define DRINK 54
177     #define MARKER 55 /* inserts an invisible, weightless
178     * force into a player with a specified string.
179     */
180     #define HOLY_ALTAR 56
181     #define PLAYER_CHANGER 57
182     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
183    
184     #define PEACEMAKER 59 /* Object owned by a player which can convert
185     * a monster into a peaceful being incapable of attack.
186     */
187     #define GEM 60
188 root 1.75 //61
189 elmex 1.21 #define FIREWALL 62
190     #define ANVIL 63
191     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192 root 1.70 #define MOOD_FLOOR 65 /*
193 elmex 1.21 * values of last_sp set how to change:
194     * 0 = furious, all monsters become aggressive
195     * 1 = angry, all but friendly become aggressive
196     * 2 = calm, all aggressive monsters calm down
197     * 3 = sleep, all monsters fall asleep
198 root 1.70 * 4 = charm, monsters become pets
199     * 5 = destroy monsters
200     * 6 = destroy pets / friendlies
201     */
202 elmex 1.21 #define EXIT 66
203     #define ENCOUNTER 67
204     #define SHOP_FLOOR 68
205     #define SHOP_MAT 69
206     #define RING 70
207     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
208     #define FLESH 72 /* animal 'body parts' -b.t. */
209     #define INORGANIC 73 /* metals and minerals */
210     #define SKILL_TOOL 74 /* Allows the use of a skill */
211     #define LIGHTER 75
212 root 1.75 //76
213 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
214 root 1.75 //78
215 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
216     in the engine. Like statues, clocks, chairs,...
217     If perhaps we create a function where we can sit
218     on chairs, we create a new type and remove all
219     chairs from here. */
220 root 1.75 //80
221     //81
222 elmex 1.21 #define LAMP 82 /* a lamp */
223     #define DUPLICATOR 83 /* duplicator/multiplier object */
224 root 1.75 //84
225 elmex 1.21 #define SPELLBOOK 85
226 root 1.75 //86
227 elmex 1.21 #define CLOAK 87
228 root 1.75 //88
229     //89
230 elmex 1.21 #define SPINNER 90
231     #define GATE 91
232     #define BUTTON 92
233     #define CF_HANDLE 93
234     #define HOLE 94
235     #define TRAPDOOR 95
236 root 1.75 //96
237     //97
238 elmex 1.21 #define SIGN 98
239     #define BOOTS 99
240     #define GLOVES 100
241     #define SPELL 101
242     #define SPELL_EFFECT 102
243     #define CONVERTER 103
244     #define BRACERS 104
245     #define POISONING 105
246     #define SAVEBED 106
247 root 1.75 //107
248     //108
249 elmex 1.21 #define WAND 109
250 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
251 elmex 1.21 #define SCROLL 111
252     #define DIRECTOR 112
253     #define GIRDLE 113
254     #define FORCE 114
255     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
256     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
257 root 1.75 //117
258     //118
259     //119
260     //120
261 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
262     #define CONTAINER 122
263     #define ARMOUR_IMPROVER 123
264     #define WEAPON_IMPROVER 124
265 root 1.75 //125
266     //126
267     //127
268     //128
269     //129
270 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
271 root 1.75 //131
272     //132
273     //133
274     //134
275     //135
276     //136
277     //137
278 elmex 1.21 #define DEEP_SWAMP 138
279     #define IDENTIFY_ALTAR 139
280 root 1.75 //140
281     //141
282     //142
283     //143
284     //144
285     //145
286     //146
287     //147
288     //148
289     //149
290 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
291 root 1.75 //151
292     //152
293     //153
294 elmex 1.21 #define RUNE 154
295     #define TRAP 155
296     #define POWER_CRYSTAL 156
297     #define CORPSE 157
298     #define DISEASE 158
299     #define SYMPTOM 159
300     #define BUILDER 160 /* Generic item builder, see subtypes */
301     #define MATERIAL 161 /* Material for building */
302 root 1.75 //162
303 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
304 root 1.75 //164
305 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
306     potions, alchemy, or magic works here (elmex) */
307 root 1.10
308 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
309    
310 root 1.1 /* END TYPE DEFINE */
311    
312 root 1.75 // maximum supported subtype number + 1, can be increased to 256
313     // currently (2007-09) in use: 50
314     #define NUM_SUBTYPES 64
315 root 1.7
316 root 1.1 /* Subtypes for BUILDER */
317 root 1.75 #define ST_BD_BUILD 1 /* Builds an item */
318     #define ST_BD_REMOVE 2 /* Removes an item */
319 root 1.1
320     /* Subtypes for MATERIAL */
321 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
322     #define ST_MAT_WALL 2 /* Wall */
323     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
324 root 1.1
325     /* definitions for weapontypes */
326    
327 root 1.11 #define WEAP_HIT 0 /* the basic */
328     #define WEAP_SLASH 1 /* slash */
329     #define WEAP_PIERCE 2 /* arrows, stiletto */
330     #define WEAP_CLEAVE 3 /* axe */
331     #define WEAP_SLICE 4 /* katana */
332     #define WEAP_STAB 5 /* knife, dagger */
333     #define WEAP_WHIP 6 /* whips n chains */
334     #define WEAP_CRUSH 7 /* big hammers, flails */
335     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
336 root 1.10
337     typedef struct typedata
338     {
339     int number;
340     const char *name;
341     const char *name_pl;
342     int identifyskill;
343     int identifyskill2;
344 root 1.1 } typedata;
345    
346     extern const int ItemTypesSize;
347     extern typedata ItemTypes[];
348    
349     /* definitions for detailed pickup descriptions.
350     * The objective is to define intelligent groups of items that the
351     * user can pick up or leave as he likes. */
352    
353     /* high bit as flag for new pickup options */
354 root 1.11 #define PU_NOTHING 0x00000000
355 root 1.1
356 root 1.11 #define PU_DEBUG 0x10000000
357     #define PU_INHIBIT 0x20000000
358     #define PU_STOP 0x40000000
359     #define PU_NEWMODE 0x80000000
360    
361     #define PU_RATIO 0x0000000F
362    
363     #define PU_FOOD 0x00000010
364     #define PU_DRINK 0x00000020
365     #define PU_VALUABLES 0x00000040
366     #define PU_BOW 0x00000080
367    
368     #define PU_ARROW 0x00000100
369     #define PU_HELMET 0x00000200
370     #define PU_SHIELD 0x00000400
371     #define PU_ARMOUR 0x00000800
372    
373     #define PU_BOOTS 0x00001000
374     #define PU_GLOVES 0x00002000
375     #define PU_CLOAK 0x00004000
376     #define PU_KEY 0x00008000
377    
378     #define PU_MISSILEWEAPON 0x00010000
379     #define PU_ALLWEAPON 0x00020000
380     #define PU_MAGICAL 0x00040000
381     #define PU_POTION 0x00080000
382    
383     #define PU_SPELLBOOK 0x00100000
384     #define PU_SKILLSCROLL 0x00200000
385     #define PU_READABLES 0x00400000
386     #define PU_MAGIC_DEVICE 0x00800000
387 root 1.1
388 root 1.11 #define PU_NOT_CURSED 0x01000000
389     #define PU_JEWELS 0x02000000
390 root 1.13 #define PU_FLESH 0x04000000
391 root 1.1
392    
393     /* Instead of using arbitrary constants for indexing the
394     * freearr, add these values. <= SIZEOFFREE1 will get you
395     * within 1 space. <= SIZEOFFREE2 wll get you withing
396     * 2 spaces, and the entire array (< SIZEOFFREE) is
397     * three spaces
398     */
399 root 1.11 #define SIZEOFFREE1 8
400     #define SIZEOFFREE2 24
401     #define SIZEOFFREE 49
402 root 1.1
403 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
404 root 1.1
405 root 1.19 /*
406     * If any FLAG's are added or changed, make sure the flag_names structure in
407 root 1.1 * common/loader.l is updated.
408     */
409 root 1.10
410 root 1.1 /* Basic routines to do above */
411 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
412     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
413     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
414 root 1.10
415 root 1.1 /* the flags */
416    
417 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
418     #define FLAG_WIZ 1 /* Object has special privilegies */
419     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
420     #define FLAG_FREED 3 /* Object is in the list of free objects */
421 root 1.57 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
422 root 1.11 #define FLAG_APPLIED 5 /* Object is ready for use by living */
423     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
424 root 1.72 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
425 root 1.10
426 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
427 root 1.10
428 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
429     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
430 root 1.10
431 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
432 root 1.10
433 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
434     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
435 root 1.10
436 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
437     #define FLAG_FRIENDLY 15 /* Will help players */
438     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
439     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
440 root 1.72 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
441 root 1.52 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
442 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
443     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
444     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
445     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
446     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
447 root 1.10
448 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
449     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
450     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
451 root 1.10
452 root 1.72 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
453     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
454     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
455 root 1.74 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
456 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
457     #define FLAG_HITBACK 33 /* Object will hit back when hit */
458 root 1.72 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
459     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
460 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
461     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
462     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
463     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
464 root 1.72 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
465 root 1.10
466 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
467     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
468     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
469     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
470     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
471 root 1.10 but can still attack at a distance */
472    
473 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
474     thru this object as if it wasn't there */
475     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
476 root 1.10
477 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
478     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
479     #define FLAG_NO_DROP 50 /* Object can't be dropped */
480     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
481 root 1.72
482     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
483     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
484 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
485     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
486 root 1.72 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
487     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
488 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
489     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
490 root 1.53 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
491 root 1.72
492 root 1.11 #define FLAG_XRAYS 61 /* X-ray vision */
493     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
494     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
495 root 1.1
496 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
497     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
498     #define FLAG_SLEEP 66 /* NPC is sleeping */
499     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
500     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
501     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
502     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
503     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
504    
505     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
506     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
507     #define FLAG_CURSED 74 /* The object is cursed */
508     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
509     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
510     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
511     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
512     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
513    
514     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
515     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
516     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
517 root 1.10
518 root 1.52 #define FLAG_PRECIOUS 83 // object is precious (pets)
519 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
520 root 1.72 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
521     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
522    
523 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
524     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
525     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
526     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
527     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
528     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
529     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
530     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
531 root 1.10
532 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
533 root 1.1
534 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
535     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
536 root 1.10 * away (replaces ghosthit)
537     */
538 root 1.11 #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
539 root 1.10 * detect cases were the server is trying
540     * to send an upditem when we have not
541     * actually sent the item.
542     */
543    
544 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
545 root 1.10 object */
546 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
547 root 1.71 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
548 root 1.11 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
549     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
550 root 1.38 * load_original_map() */
551 root 1.71 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
552     // * the overlay, and is not subject to
553     // * decay. */
554 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
555     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
556     #define FLAG_IS_WATER 107
557     #define FLAG_CONTENT_ON_GEN 108
558     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
559     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
560 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
561 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
562 root 1.32
563 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
564     * defined flag + 1. If you change this,
565     * make sure you update the flag_links
566     * in common/loader.l
567     */
568 root 1.1
569     /* If you add new movement types, you may need to update
570     * describe_item() so properly describe those types.
571     * change_abil() probably should be updated also.
572     */
573 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
574     #define MOVE_FLY_LOW 0x02 /* Low flying object */
575     #define MOVE_FLY_HIGH 0x04 /* High flying object */
576     #define MOVE_FLYING 0x06
577 root 1.10 /* Combo of fly_low and fly_high */
578 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
579 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
580 root 1.50 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
581    
582     #define MOVE_ALL 0x3f /* Mask of all movement types */
583 root 1.1
584     /* typdef here to define type large enough to hold bitmask of
585     * all movement types. Make one declaration so easy to update.
586     */
587 root 1.10 typedef unsigned char MoveType;
588 root 1.1
589     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
590     * Basically, ob2 has to block all of ob1 movement types.
591     */
592 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
593 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
594    
595     /* Basic macro to see if if ob1 can not move onto a space based
596     * on the 'type' move_block parameter
597     * Add check - if type is 0, don't stop anything from moving
598     * onto it.
599     *
600     */
601 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
602 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
603 root 1.1
604 root 1.11 #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
605     #define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
606     #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
607 root 1.1
608 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
609     #define EXIT_LEVEL(xyz) (xyz)->stats.food
610     #define EXIT_X(xyz) (xyz)->stats.hp
611     #define EXIT_Y(xyz) (xyz)->stats.sp
612     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
613     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
614 root 1.1
615     /* for use by the lighting code */
616 root 1.41 #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
617 root 1.8 * large values allow objects that can
618     * slow down the game */
619 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
620 root 1.10 * practical reason to exceed this */
621 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
622 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
623 root 1.1
624 root 1.11 #define F_BUY 0
625     #define F_SELL 1
626     #define F_TRUE 2 /* True value of item, unadjusted */
627     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
628     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
629     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
630     #define F_APPROX 32 /* flag to give a guess of item value */
631     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
632    
633     #define DIRX(xyz) freearr_x[(xyz)->direction]
634     #define DIRY(xyz) freearr_y[(xyz)->direction]
635    
636     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
637     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
638     #define WEAPON_SPEED(xyz) (xyz)->last_sp
639 root 1.1
640     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
641     each of them signed char, concatenated in a int16 */
642 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
643     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
644     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
645 root 1.72
646 root 1.11 #define FIRE_DIRECTIONAL 0
647     #define FIRE_POSITIONAL 1
648 root 1.1
649     /******************************************************************************/
650     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
651     /******************************************************************************/
652     /* if your monsters start acting wierd, mail me */
653     /******************************************************************************/
654     /* the following definitions are for the attack_movement variable in monsters */
655     /* if the attack_variable movement is left out of the monster archetype, or is*/
656     /* set to zero */
657     /* the standard mode of movement from previous versions of crossfire will be */
658     /* used. the upper four bits of movement data are not in effect when the monst*/
659     /* er has an enemy. these should only be used for non agressive monsters. */
660     /* to program a monsters movement add the attack movement numbers to the movem*/
661     /* ment numbers example a monster that moves in a circle until attacked and */
662     /* then attacks from a distance: */
663     /* CIRCLE1 = 32 */
664     /* + DISTATT = 1 */
665     /* ------------------- */
666     /* attack_movement = 33 */
667     /******************************************************************************/
668 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
669 root 1.1 /* attack from a distance - good for missile users only */
670 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
671     #define HITRUN 3 /* run to then hit player then run away cyclicly */
672     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
673     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
674     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
675     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
676     #define WAIT2 8 /* monster does not try to move towards player if far */
677 root 1.1 /* maintains comfortable distance */
678 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
679 root 1.1 /* are set to this number, the monster follows a player */
680     /* until the owner calls it back or off */
681     /* player followed denoted by 0b->owner */
682     /* the monster will try to attack whatever the player is */
683     /* attacking, and will continue to do so until the owner */
684     /* calls off the monster - a key command will be */
685     /* inserted to do so */
686 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
687 root 1.1 /* are set to this number, the monster will move in a */
688     /* circle until it is attacked, or the enemy field is */
689 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
690 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
691     #define PACEH 64 /* The Monster will pace back and forth until attacked */
692 root 1.1 /* this is HORIZONTAL movement */
693 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
694 root 1.1 /* pace area is longer and the monster stops before */
695     /* changing directions */
696     /* this is HORIZONTAL movement */
697 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
698 root 1.1 /* it is stopped by an obstacle, then it chooses another */
699     /* direction. */
700 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
701     #define PACEV 128 /* The Monster will pace back and forth until attacked */
702 root 1.1 /* this is VERTICAL movement */
703 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
704 root 1.1 /* pace area is longer and the monster stops before */
705     /* changing directions */
706     /* this is VERTICAL movement */
707 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
708     #define HI4 240
709 root 1.1
710 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
711     #define EMPTY_FACE_NAME "empty.x11"
712 root 1.1
713     /*
714     * Defines for the luck/random functions to make things more readable
715     */
716    
717 root 1.11 #define PREFER_HIGH 1
718     #define PREFER_LOW 0
719 root 1.1
720     /* Flags for apply_special() */
721 root 1.10 enum apply_flag
722     {
723 root 1.58 /* Basic flags/mode, always use one of these */
724     AP_TOGGLE = 0,
725     AP_APPLY = 1,
726 root 1.10 AP_UNAPPLY = 2,
727 root 1.1
728 root 1.58 AP_BASIC_FLAGS = 0x0f,
729 root 1.1
730     /* Optional flags, for bitwise or with a basic flag */
731 root 1.58 AP_NO_MERGE = 0x10,
732     AP_IGNORE_CURSE = 0x20,
733     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
734     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
735 root 1.1 };
736    
737     /* Bitmask values for 'can_apply_object()' return values.
738     * the CAN_APPLY_ prefix is to just note what function the
739     * are returned from.
740     *
741     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
742     * location who doesn't have.
743     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
744     * this basically means one of the FLAGS are set saying you can't
745     * use this.
746     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
747     * if this object can do anything to use this object. If the value
748     * returned from can_apply_object() anded with the mask is non zero,
749     * then it is out of the control of this creature to use the item.
750     * otherwise it means that by unequipping stuff, they could apply the object
751     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
752     * this.
753     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
754     * unapplied before this can be applied. Think of switching to
755     * a bow but you have a sword & shield - both the sword and
756     * shield need to be uneqipped before you can do the bow.
757     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
758     * this one can be applied. Think of rings - human is wearing two
759     * rings and tries to apply one - there are two possible rings he
760     * could remove.
761     *
762     */
763 root 1.11 #define CAN_APPLY_NEVER 0x1
764     #define CAN_APPLY_RESTRICTION 0x2
765     #define CAN_APPLY_NOT_MASK 0xf
766     #define CAN_APPLY_UNAPPLY 0x10
767     #define CAN_APPLY_UNAPPLY_MULT 0x20
768     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
769 root 1.1
770 root 1.63 // Cut off point of when an object is put on the active list or not
771     // we use 2**-n because that can be represented exactly
772     // also make sure that this is a float, not double, constant
773     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
774 root 1.1
775 root 1.45 #define RANDOM() (rndm.next () & 0xffffffU)
776 root 1.1
777     /* Returns the weight of the given object. Note: it does not take the number of
778     * items (nrof) into account.
779 root 1.72 * (this looks rather bogus, schmorp)
780 root 1.1 */
781 root 1.72 #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
782 root 1.1
783     /*
784     * Warning!
785     * If you add message types here, don't forget
786     * to keep the client up to date too!
787     */
788 root 1.10
789 root 1.1 /* message types */
790 root 1.11 #define MSG_TYPE_BOOK 1
791     #define MSG_TYPE_CARD 2
792     #define MSG_TYPE_PAPER 3
793     #define MSG_TYPE_SIGN 4
794     #define MSG_TYPE_MONUMENT 5
795     #define MSG_TYPE_SCRIPTED_DIALOG 6
796     #define MSG_TYPE_MOTD 7
797     #define MSG_TYPE_ADMIN 8
798     #define MSG_TYPE_LAST 9
799 root 1.1
800 root 1.11 #define MSG_SUBTYPE_NONE 0
801 root 1.1
802     /* book messages subtypes */
803 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
804     #define MSG_TYPE_BOOK_CLASP_2 2
805     #define MSG_TYPE_BOOK_ELEGANT_1 3
806     #define MSG_TYPE_BOOK_ELEGANT_2 4
807     #define MSG_TYPE_BOOK_QUARTO_1 5
808     #define MSG_TYPE_BOOK_QUARTO_2 6
809     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
810     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
811     #define MSG_TYPE_BOOK_SPELL_PYRO 9
812     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
813     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
814 root 1.1
815     /* card messages subtypes*/
816 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
817     #define MSG_TYPE_CARD_SIMPLE_2 2
818     #define MSG_TYPE_CARD_SIMPLE_3 3
819     #define MSG_TYPE_CARD_ELEGANT_1 4
820     #define MSG_TYPE_CARD_ELEGANT_2 5
821     #define MSG_TYPE_CARD_ELEGANT_3 6
822     #define MSG_TYPE_CARD_STRANGE_1 7
823     #define MSG_TYPE_CARD_STRANGE_2 8
824     #define MSG_TYPE_CARD_STRANGE_3 9
825     #define MSG_TYPE_CARD_MONEY_1 10
826     #define MSG_TYPE_CARD_MONEY_2 11
827     #define MSG_TYPE_CARD_MONEY_3 12
828 root 1.1
829     /* Paper messages subtypes */
830 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
831     #define MSG_TYPE_PAPER_NOTE_2 2
832     #define MSG_TYPE_PAPER_NOTE_3 3
833     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
834     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
835     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
836     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
837     #define MSG_TYPE_PAPER_ENVELOPE_1 8
838     #define MSG_TYPE_PAPER_ENVELOPE_2 9
839     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
840     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
841     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
842     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
843     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
844 root 1.1
845     /* road signs messages subtypes */
846 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
847     #define MSG_TYPE_SIGN_DIR_LEFT 2
848     #define MSG_TYPE_SIGN_DIR_RIGHT 3
849     #define MSG_TYPE_SIGN_DIR_BOTH 4
850 root 1.1
851     /* stones and monument messages */
852 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
853     #define MSG_TYPE_MONUMENT_STONE_2 2
854     #define MSG_TYPE_MONUMENT_STONE_3 3
855     #define MSG_TYPE_MONUMENT_STATUE_1 4
856     #define MSG_TYPE_MONUMENT_STATUE_2 5
857     #define MSG_TYPE_MONUMENT_STATUE_3 6
858     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
859     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
860     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
861     #define MSG_TYPE_MONUMENT_WALL_1 10
862     #define MSG_TYPE_MONUMENT_WALL_2 11
863     #define MSG_TYPE_MONUMENT_WALL_3 12
864 root 1.1
865     /*some readable flags*/
866    
867     /* dialog messsage */
868 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
869     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
870     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
871 root 1.1
872     /* admin messages */
873 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
874     #define MSG_TYPE_ADMIN_NEWS 2
875 root 1.1
876 root 1.67 /**
877     * Maximum distance a player may hear a sound from.
878     * This is only used for new client/server sound. If the sound source
879     * on the map is farther away than this, we don't sent it to the client.
880     */
881     #define MAX_SOUND_DISTANCE 16
882    
883 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
884     #define INFO_CHANNEL "info" // lower_left box
885     #define SAY_CHANNEL "channel-say"
886     #define CHAT_CHANNEL "channel-chat"
887 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
888 root 1.69
889     /* The following are the color flags passed to new_draw_info.
890     *
891     * We also set up some control flags
892     *
893     * NDI = New Draw Info
894     */
895    
896     /* Color specifications - note these match the order in xutil.c */
897     /* Note 2: Black, the default color, is 0. Thus, it does not need to
898     * be implicitly specified.
899     */
900     #define NDI_BLACK 0
901     #define NDI_WHITE 1
902     #define NDI_NAVY 2
903     #define NDI_RED 3
904     #define NDI_ORANGE 4
905     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
906     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
907     #define NDI_GREEN 7 /* SeaGreen */
908     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
909     /* Than seagreen - also background color */
910     #define NDI_GREY 9
911     #define NDI_BROWN 10 /* Sienna */
912     #define NDI_GOLD 11
913     #define NDI_TAN 12 /* Khaki */
914    
915     #define NDI_MAX_COLOR 12 /* Last value in */
916     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
917     /* using an int anyways, so we have the space */
918     /* to still do all the flags */
919    
920     #define NDI_REPLY 0x20 // is a direct reply to a user command
921 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
922     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
923     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
924 root 1.69
925     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
926     #define NDI_ALL 0x2000 /* Inform all players of this message */
927     #define NDI_DEF 0x4000 // ignore colour for channel protocol
928    
929 root 1.1 #endif /* DEFINE_H */
930 root 1.11