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Revision: 1.91
Committed: Thu Dec 4 01:07:35 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72
Changes since 1.90: +1 -1 lines
Log Message:
enotunderstood

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.77 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.40 *
4 root 1.82 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.60 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.40 *
8 root 1.77 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.62 * 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 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.1
48 root 1.61 // maximum length of an object name in the protocol
49     #define NAME_LEN 127
50 root 1.1
51 root 1.78 #undef MIN
52     #undef MAX
53 root 1.10
54 root 1.11 #define MAX_STAT 30 /* The maximum legal value of any stat */
55     #define MIN_STAT 1 /* The minimum legal value of any stat */
56 root 1.10
57 root 1.54 //TODO: not only use more reasonable values, also enforce them
58 root 1.56 #define MIN_WC -120
59     #define MAX_WC 120
60     #define MIN_AC -120
61     #define MAX_AC 120
62 root 1.54 #define MIN_DAM 0
63 root 1.55 #define MAX_DAM 200
64 elmex 1.66 #define MIN_DIGESTION -35
65     #define MAX_DIGESTION 70
66 root 1.54
67 root 1.11 #define MAX_BUF 1024
68 root 1.10 /* Used for all kinds of things */
69 root 1.11 #define VERY_BIG_BUF 2048
70 root 1.64 #define HUGE_BUF 10240 /* Used for messages - some can be quite long */
71 root 1.11 #define SOCKET_BUFLEN 4096 /* Max length a packet could be */
72 root 1.10
73 root 1.11 #define FONTSIZE 3000 /* Max chars in font */
74 root 1.10
75 root 1.11 #define MAX_ANIMATIONS 256
76 root 1.10
77 root 1.11 #define MAX_NAME 48
78     #define MAX_EXT_TITLE 98
79 root 1.1
80 root 1.89 #define ATTUNE_REPELL 16 // levels diff for attune/repell
81 root 1.88
82 root 1.46 //TODO: remove all calls to fatal and replace them by cleanup
83 root 1.11 #define OUT_OF_MEMORY 0
84     #define MAP_ERROR 1
85 root 1.46 #define ARCHTABLE_TOO_SMALL 2 // unused
86 root 1.11 #define TOO_MANY_ERRORS 3
87 root 1.1
88     /* TYPE DEFINES */
89 root 1.10
90 root 1.1 /* Only add new values to this list if somewhere in the program code,
91     * it is actually needed. Just because you add a new monster does not
92     * mean it has to have a type defined here. That only needs to happen
93     * if in some .c file, it needs to do certain special actions based on
94     * the monster type, that can not be handled by any of the numerous
95     * flags
96     * Also, if you add new entries, try and fill up the holes in this list.
97     * Additionally, when you add a new entry, include it in the table in item.c
98     */
99    
100 elmex 1.27 /* USED TYPES: (for dead types please look at the bottom of the type
101     * definitions)
102     */
103    
104 elmex 1.28 /* type 0 objects have the default behaviour */
105    
106 elmex 1.21 #define PLAYER 1
107     #define TRANSPORT 2 /* see pod/objects.pod */
108     #define ROD 3
109     #define TREASURE 4
110     #define POTION 5
111     #define FOOD 6
112     #define POISON 7
113     #define BOOK 8
114     #define CLOCK 9
115 root 1.75 //10
116     //11
117     //12
118 elmex 1.21 #define ARROW 13
119     #define BOW 14
120     #define WEAPON 15
121     #define ARMOUR 16
122     #define PEDESTAL 17
123     #define ALTAR 18
124 root 1.75 //19
125 elmex 1.21 #define LOCKED_DOOR 20
126     #define SPECIAL_KEY 21
127     #define MAP 22
128     #define DOOR 23
129     #define KEY 24
130 root 1.75 //25
131 elmex 1.21 #define TIMED_GATE 26
132     #define TRIGGER 27
133     #define GRIMREAPER 28
134     #define MAGIC_EAR 29
135     #define TRIGGER_BUTTON 30
136     #define TRIGGER_ALTAR 31
137     #define TRIGGER_PEDESTAL 32
138     #define SHIELD 33
139     #define HELMET 34
140     #define HORN 35
141     #define MONEY 36
142     #define CLASS 37 /* object for applying character class modifications to someone */
143     #define GRAVESTONE 38
144     #define AMULET 39
145     #define PLAYERMOVER 40
146     #define TELEPORTER 41
147     #define CREATOR 42
148     #define SKILL 43 /* also see SKILL_TOOL (74) below */
149 root 1.75 //44
150 elmex 1.21 #define EARTHWALL 45
151     #define GOLEM 46
152 root 1.75 //47
153 elmex 1.21 #define THROWN_OBJ 48
154     #define BLINDNESS 49
155     #define GOD 50
156     #define DETECTOR 51 /* peterm: detector is an object
157     * which notices the presense of
158     * another object and is triggered
159     * like buttons.
160     */
161     #define TRIGGER_MARKER 52 /* inserts an invisible, weightless
162     * force into a player with a specified string WHEN TRIGGERED.
163     */
164     #define DEAD_OBJECT 53
165     #define DRINK 54
166     #define MARKER 55 /* inserts an invisible, weightless
167     * force into a player with a specified string.
168     */
169     #define HOLY_ALTAR 56
170     #define PLAYER_CHANGER 57
171     #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
172    
173     #define PEACEMAKER 59 /* Object owned by a player which can convert
174     * a monster into a peaceful being incapable of attack.
175     */
176     #define GEM 60
177 root 1.75 //61
178 elmex 1.21 #define FIREWALL 62
179     #define ANVIL 63
180     #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
181 root 1.70 #define MOOD_FLOOR 65 /*
182 elmex 1.21 * values of last_sp set how to change:
183     * 0 = furious, all monsters become aggressive
184     * 1 = angry, all but friendly become aggressive
185     * 2 = calm, all aggressive monsters calm down
186     * 3 = sleep, all monsters fall asleep
187 root 1.70 * 4 = charm, monsters become pets
188     * 5 = destroy monsters
189     * 6 = destroy pets / friendlies
190     */
191 elmex 1.21 #define EXIT 66
192     #define ENCOUNTER 67
193     #define SHOP_FLOOR 68
194     #define SHOP_MAT 69
195     #define RING 70
196     #define FLOOR 71 /* this is a floor tile -> native layer 0 */
197     #define FLESH 72 /* animal 'body parts' -b.t. */
198     #define INORGANIC 73 /* metals and minerals */
199     #define SKILL_TOOL 74 /* Allows the use of a skill */
200     #define LIGHTER 75
201 root 1.75 //76
202 elmex 1.25 #define BUILDABLE_WALL 77 /* this is a buildable wall */
203 root 1.75 //78
204 elmex 1.21 #define MISC_OBJECT 79 /* misc. objects are for objects without a function
205     in the engine. Like statues, clocks, chairs,...
206     If perhaps we create a function where we can sit
207     on chairs, we create a new type and remove all
208     chairs from here. */
209 root 1.75 //80
210     //81
211 elmex 1.21 #define LAMP 82 /* a lamp */
212     #define DUPLICATOR 83 /* duplicator/multiplier object */
213 root 1.75 //84
214 elmex 1.21 #define SPELLBOOK 85
215 root 1.75 //86
216 elmex 1.21 #define CLOAK 87
217 root 1.75 //88
218     //89
219 elmex 1.21 #define SPINNER 90
220     #define GATE 91
221     #define BUTTON 92
222     #define CF_HANDLE 93
223     #define HOLE 94
224     #define TRAPDOOR 95
225 root 1.75 //96
226     //97
227 elmex 1.21 #define SIGN 98
228     #define BOOTS 99
229     #define GLOVES 100
230     #define SPELL 101
231     #define SPELL_EFFECT 102
232     #define CONVERTER 103
233     #define BRACERS 104
234     #define POISONING 105
235     #define SAVEBED 106
236 root 1.75 //107
237     //108
238 elmex 1.21 #define WAND 109
239 root 1.68 #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
240 elmex 1.21 #define SCROLL 111
241     #define DIRECTOR 112
242     #define GIRDLE 113
243     #define FORCE 114
244     #define POTION_EFFECT 115 /* a force, holding the effect of a potion */
245     #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
246 root 1.75 //117
247     //118
248     //119
249     //120
250 elmex 1.21 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
251     #define CONTAINER 122
252     #define ARMOUR_IMPROVER 123
253     #define WEAPON_IMPROVER 124
254 root 1.75 //125
255     //126
256     //127
257     //128
258     //129
259 elmex 1.21 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260 root 1.75 //131
261     //132
262     //133
263     //134
264     //135
265     //136
266     //137
267 elmex 1.21 #define DEEP_SWAMP 138
268     #define IDENTIFY_ALTAR 139
269 root 1.75 //140
270     //141
271     //142
272     //143
273     //144
274     //145
275     //146
276     //147
277     //148
278     //149
279 elmex 1.21 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
280 root 1.75 //151
281     //152
282     //153
283 elmex 1.21 #define RUNE 154
284     #define TRAP 155
285     #define POWER_CRYSTAL 156
286     #define CORPSE 157
287     #define DISEASE 158
288     #define SYMPTOM 159
289     #define BUILDER 160 /* Generic item builder, see subtypes */
290     #define MATERIAL 161 /* Material for building */
291 root 1.75 //162
292 elmex 1.21 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */
293 root 1.75 //164
294 elmex 1.21 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
295     potions, alchemy, or magic works here (elmex) */
296 root 1.10
297 root 1.59 #define NUM_TYPES 166 // must be max(type) + 1
298    
299 root 1.1 /* END TYPE DEFINE */
300    
301 root 1.75 // maximum supported subtype number + 1, can be increased to 256
302     // currently (2007-09) in use: 50
303     #define NUM_SUBTYPES 64
304 root 1.7
305 root 1.1 /* Subtypes for BUILDER */
306 root 1.79 #define ST_BD_BUILD 1 /* Builds an item */
307     #define ST_BD_REMOVE 2 /* Removes an item */
308 root 1.1
309     /* Subtypes for MATERIAL */
310 root 1.11 #define ST_MAT_FLOOR 1 /* Floor */
311     #define ST_MAT_WALL 2 /* Wall */
312     #define ST_MAT_ITEM 3 /* All other items, including doors & such */
313 root 1.1
314     /* definitions for weapontypes */
315    
316 root 1.11 #define WEAP_HIT 0 /* the basic */
317     #define WEAP_SLASH 1 /* slash */
318     #define WEAP_PIERCE 2 /* arrows, stiletto */
319     #define WEAP_CLEAVE 3 /* axe */
320     #define WEAP_SLICE 4 /* katana */
321     #define WEAP_STAB 5 /* knife, dagger */
322     #define WEAP_WHIP 6 /* whips n chains */
323     #define WEAP_CRUSH 7 /* big hammers, flails */
324     #define WEAP_BLUD 8 /* bludgeoning, club, stick */
325 root 1.10
326     typedef struct typedata
327     {
328     int number;
329     const char *name;
330     const char *name_pl;
331     int identifyskill;
332     int identifyskill2;
333 root 1.1 } typedata;
334    
335     extern const int ItemTypesSize;
336     extern typedata ItemTypes[];
337    
338     /* definitions for detailed pickup descriptions.
339     * The objective is to define intelligent groups of items that the
340     * user can pick up or leave as he likes. */
341    
342     /* high bit as flag for new pickup options */
343 root 1.11 #define PU_NOTHING 0x00000000
344 root 1.1
345 root 1.11 #define PU_DEBUG 0x10000000
346     #define PU_INHIBIT 0x20000000
347     #define PU_STOP 0x40000000
348     #define PU_NEWMODE 0x80000000
349    
350     #define PU_RATIO 0x0000000F
351    
352     #define PU_FOOD 0x00000010
353     #define PU_DRINK 0x00000020
354     #define PU_VALUABLES 0x00000040
355     #define PU_BOW 0x00000080
356    
357     #define PU_ARROW 0x00000100
358     #define PU_HELMET 0x00000200
359     #define PU_SHIELD 0x00000400
360     #define PU_ARMOUR 0x00000800
361    
362     #define PU_BOOTS 0x00001000
363     #define PU_GLOVES 0x00002000
364     #define PU_CLOAK 0x00004000
365     #define PU_KEY 0x00008000
366    
367     #define PU_MISSILEWEAPON 0x00010000
368     #define PU_ALLWEAPON 0x00020000
369     #define PU_MAGICAL 0x00040000
370     #define PU_POTION 0x00080000
371    
372     #define PU_SPELLBOOK 0x00100000
373     #define PU_SKILLSCROLL 0x00200000
374     #define PU_READABLES 0x00400000
375     #define PU_MAGIC_DEVICE 0x00800000
376 root 1.1
377 root 1.11 #define PU_NOT_CURSED 0x01000000
378     #define PU_JEWELS 0x02000000
379 root 1.13 #define PU_FLESH 0x04000000
380 root 1.1
381    
382     /* Instead of using arbitrary constants for indexing the
383     * freearr, add these values. <= SIZEOFFREE1 will get you
384     * within 1 space. <= SIZEOFFREE2 wll get you withing
385     * 2 spaces, and the entire array (< SIZEOFFREE) is
386     * three spaces
387     */
388 root 1.84 #define SIZEOFFREE0 0
389 root 1.83 #define SIZEOFFREE1 8
390 root 1.11 #define SIZEOFFREE2 24
391 root 1.84 #define SIZEOFFREE3 48
392 root 1.83 #define SIZEOFFREE 49
393 root 1.1
394 root 1.11 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 root 1.1
396 root 1.19 /*
397     * If any FLAG's are added or changed, make sure the flag_names structure in
398 root 1.1 * common/loader.l is updated.
399     */
400 root 1.10
401 root 1.1 /* Basic routines to do above */
402 root 1.31 #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
403     #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
404     #define QUERY_FLAG(obj, flg) (obj)->flag [flg]
405 root 1.10
406 root 1.1 /* the flags */
407    
408 root 1.11 #define FLAG_ALIVE 0 /* Object can fight (or be fought) */
409     #define FLAG_WIZ 1 /* Object has special privilegies */
410     #define FLAG_REMOVED 2 /* Object is not in any map or invenory */
411     #define FLAG_FREED 3 /* Object is in the list of free objects */
412 root 1.57 //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
413 root 1.11 #define FLAG_APPLIED 5 /* Object is ready for use by living */
414     #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
415 root 1.72 #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
416 root 1.10
417 root 1.11 #define FLAG_NO_PICK 8 /* Object can't be picked up */
418 root 1.10
419 root 1.41 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
420     /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
421 root 1.10
422 root 1.11 #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
423 root 1.10
424 root 1.41 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
425     /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426 root 1.90 #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
427 root 1.10
428 root 1.11 #define FLAG_MONSTER 14 /* Will attack players */
429     #define FLAG_FRIENDLY 15 /* Will help players */
430     #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
431     #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
432 root 1.72 #define FLAG_AUTO_APPLY 18 /* Will be applied when created */
433 root 1.52 #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
434 root 1.11 #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
435     #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
436     #define FLAG_CAN_ROLL 22 /* Object can be rolled */
437     #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
438     #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
439 root 1.10
440 root 1.41 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
441     /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
442     /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
443 root 1.10
444 root 1.72 #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
445     #define FLAG_IDENTIFIED 29 /* Player knows full info about item */
446     #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
447 root 1.74 #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
448 root 1.11 #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
449     #define FLAG_HITBACK 33 /* Object will hit back when hit */
450 root 1.72 #define FLAG_STARTEQUIP 34 /* Object was given to player at start */
451     #define FLAG_BLOCKSVIEW 35 /* Object blocks view */
452 root 1.11 #define FLAG_UNDEAD 36 /* Monster is undead */
453     #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
454     #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
455     #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
456 root 1.72 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
457 root 1.10
458 root 1.11 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
459     #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
460     #define FLAG_IS_LIGHTABLE 43 /* object can be lit */
461     #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
462     #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
463 root 1.10 but can still attack at a distance */
464    
465 root 1.41 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
466     thru this object as if it wasn't there */
467     /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
468 root 1.10
469 root 1.11 #define FLAG_PICK_UP 48 /* Can pick up */
470     #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
471     #define FLAG_NO_DROP 50 /* Object can't be dropped */
472     #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
473 root 1.72
474     #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
475     #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
476 root 1.11 #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
477     #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
478 root 1.72 #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
479     #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
480 root 1.11 #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
481     #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
482 root 1.53 #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483 root 1.72
484 root 1.11 #define FLAG_XRAYS 61 /* X-ray vision */
485     #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
486     #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
487 root 1.1
488 root 1.11 #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
489     #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
490     #define FLAG_SLEEP 66 /* NPC is sleeping */
491     #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
492     #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
493     #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
494     #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
495     #define FLAG_STEALTH 71 /* Will wake monsters with less range */
496    
497     #define FLAG_WIZPASS 72 /* The wizard can go through walls */
498     #define FLAG_IS_LINKED 73 /* The object is linked with other objects */
499     #define FLAG_CURSED 74 /* The object is cursed */
500     #define FLAG_DAMNED 75 /* The object is _very_ cursed */
501     #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
502     #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
503     #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
504     #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
505    
506     #define FLAG_BEEN_APPLIED 80 /* The object has been applied */
507     #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
508     #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
509 root 1.10
510 root 1.52 #define FLAG_PRECIOUS 83 // object is precious (pets)
511 root 1.11 #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
512 root 1.72 #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
513     #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
514    
515 root 1.11 #define FLAG_IS_WOODED 87 /* Item is wooded terrain */
516     #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
517     #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
518     #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
519     #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
520     #define FLAG_BLIND 92 /* If set, object cannot see (visually) */
521     #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
522     #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
523 root 1.10
524 root 1.41 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
525 root 1.1
526 root 1.11 #define FLAG_NO_STEAL 96 /* Item can't be stolen */
527     #define FLAG_ONE_HIT 97 /* Monster can only hit once before going
528 root 1.10 * away (replaces ghosthit)
529     */
530 root 1.86 #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
531 root 1.10
532 root 1.11 #define FLAG_BERSERK 99 /* monster will attack closest living
533 root 1.10 object */
534 root 1.11 #define FLAG_NEUTRAL 100 /* monster is from type neutral */
535 root 1.71 #define FLAG_NO_ATTACK 101 /* monster doesn't attack */
536 root 1.11 #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
537     #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
538 root 1.38 * load_original_map() */
539 root 1.71 //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
540     // * the overlay, and is not subject to
541     // * decay. */
542 root 1.11 #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
543     #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
544     #define FLAG_IS_WATER 107
545     #define FLAG_CONTENT_ON_GEN 108
546     #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
547     #define FLAG_IS_BUILDABLE 110 /* Can build on item */
548 root 1.37 #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
549 root 1.44 #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
550 root 1.32
551 root 1.38 #define NUM_FLAGS 113 /* Should always be equal to the last
552     * defined flag + 1. If you change this,
553     * make sure you update the flag_links
554     * in common/loader.l
555     */
556 root 1.1
557     /* If you add new movement types, you may need to update
558     * describe_item() so properly describe those types.
559     * change_abil() probably should be updated also.
560     */
561 root 1.50 #define MOVE_WALK 0x01 /* Object walks */
562     #define MOVE_FLY_LOW 0x02 /* Low flying object */
563     #define MOVE_FLY_HIGH 0x04 /* High flying object */
564     #define MOVE_FLYING 0x06
565 root 1.10 /* Combo of fly_low and fly_high */
566 root 1.50 #define MOVE_SWIM 0x08 /* Swimming object */
567 root 1.11 #define MOVE_BOAT 0x10 /* Boats/sailing */
568 root 1.50 #define MOVE_SHIP 0x20 /* boats suitable fro oceans */
569    
570     #define MOVE_ALL 0x3f /* Mask of all movement types */
571 root 1.1
572     /* typdef here to define type large enough to hold bitmask of
573     * all movement types. Make one declaration so easy to update.
574     */
575 root 1.10 typedef unsigned char MoveType;
576 root 1.1
577     /* Basic macro to see if ob2 blocks ob1 from moving onto this space.
578     * Basically, ob2 has to block all of ob1 movement types.
579     */
580 root 1.11 #define OB_MOVE_BLOCK(ob1, ob2) \
581 root 1.1 ((ob1->move_type & ob2->move_block) == ob1->move_type)
582    
583     /* Basic macro to see if if ob1 can not move onto a space based
584     * on the 'type' move_block parameter
585     * Add check - if type is 0, don't stop anything from moving
586     * onto it.
587     *
588     */
589 root 1.11 #define OB_TYPE_MOVE_BLOCK(ob1, type) \
590 root 1.39 ((type) && (ob1->move_type & type) == ob1->move_type)
591 root 1.1
592 root 1.11 #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
593 root 1.1
594 root 1.11 #define EXIT_PATH(xyz) (xyz)->slaying
595     #define EXIT_LEVEL(xyz) (xyz)->stats.food
596     #define EXIT_X(xyz) (xyz)->stats.hp
597     #define EXIT_Y(xyz) (xyz)->stats.sp
598     #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
599     #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
600 root 1.1
601     /* for use by the lighting code */
602 root 1.91 #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
603 root 1.8 * large values allow objects that can
604     * slow down the game */
605 root 1.11 #define MAX_DARKNESS 5 /* maximum map darkness, there is no
606 root 1.10 * practical reason to exceed this */
607 root 1.11 #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
608 root 1.8 MAX_LIGHT_RADII:(xyz)->glow_radius;
609 root 1.1
610 root 1.11 #define F_BUY 0
611     #define F_SELL 1
612     #define F_TRUE 2 /* True value of item, unadjusted */
613     #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
614     #define F_IDENTIFIED 8 /* flag to calculate value of identified item */
615     #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
616     #define F_APPROX 32 /* flag to give a guess of item value */
617     #define F_SHOP 64 /* consider the effect that the shop that the player is in has */
618    
619     #define DIRX(xyz) freearr_x[(xyz)->direction]
620     #define DIRY(xyz) freearr_y[(xyz)->direction]
621    
622     #define ARMOUR_SPEED(xyz) (xyz)->last_sp
623     #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
624     #define WEAPON_SPEED(xyz) (xyz)->last_sp
625 root 1.1
626     /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
627     each of them signed char, concatenated in a int16 */
628 root 1.11 #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
629     #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
630     #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
631 root 1.72
632 root 1.11 #define FIRE_DIRECTIONAL 0
633     #define FIRE_POSITIONAL 1
634 root 1.1
635     /******************************************************************************/
636     /* Monster Movements added by kholland@sunlab.cit.cornell.edu */
637     /******************************************************************************/
638     /* if your monsters start acting wierd, mail me */
639     /******************************************************************************/
640     /* the following definitions are for the attack_movement variable in monsters */
641     /* if the attack_variable movement is left out of the monster archetype, or is*/
642     /* set to zero */
643     /* the standard mode of movement from previous versions of crossfire will be */
644     /* used. the upper four bits of movement data are not in effect when the monst*/
645     /* er has an enemy. these should only be used for non agressive monsters. */
646     /* to program a monsters movement add the attack movement numbers to the movem*/
647     /* ment numbers example a monster that moves in a circle until attacked and */
648     /* then attacks from a distance: */
649     /* CIRCLE1 = 32 */
650     /* + DISTATT = 1 */
651     /* ------------------- */
652     /* attack_movement = 33 */
653     /******************************************************************************/
654 root 1.11 #define DISTATT 1 /* move toward a player if far, but mantain some space, */
655 root 1.1 /* attack from a distance - good for missile users only */
656 root 1.11 #define RUNATT 2 /* run but attack if player catches up to object */
657     #define HITRUN 3 /* run to then hit player then run away cyclicly */
658     #define WAITATT 4 /* wait for player to approach then hit, move if hit */
659     #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
660     #define ALLRUN 6 /* always run never attack good for sim. of weak player */
661     #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
662     #define WAIT2 8 /* monster does not try to move towards player if far */
663 root 1.1 /* maintains comfortable distance */
664 root 1.11 #define PETMOVE 16 /* if the upper four bits of attack_movement */
665 root 1.1 /* are set to this number, the monster follows a player */
666     /* until the owner calls it back or off */
667     /* player followed denoted by 0b->owner */
668     /* the monster will try to attack whatever the player is */
669     /* attacking, and will continue to do so until the owner */
670     /* calls off the monster - a key command will be */
671     /* inserted to do so */
672 root 1.11 #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
673 root 1.1 /* are set to this number, the monster will move in a */
674     /* circle until it is attacked, or the enemy field is */
675 root 1.10 /* set, this is good for non-aggressive monsters and NPC */
676 root 1.11 #define CIRCLE2 48 /* same as above but a larger circle is used */
677     #define PACEH 64 /* The Monster will pace back and forth until attacked */
678 root 1.1 /* this is HORIZONTAL movement */
679 root 1.11 #define PACEH2 80 /* the monster will pace as above but the length of the */
680 root 1.1 /* pace area is longer and the monster stops before */
681     /* changing directions */
682     /* this is HORIZONTAL movement */
683 root 1.11 #define RANDO 96 /* the monster will go in a random direction until */
684 root 1.1 /* it is stopped by an obstacle, then it chooses another */
685     /* direction. */
686 root 1.11 #define RANDO2 112 /* constantly move in a different random direction */
687     #define PACEV 128 /* The Monster will pace back and forth until attacked */
688 root 1.1 /* this is VERTICAL movement */
689 root 1.11 #define PACEV2 144 /* the monster will pace as above but the length of the */
690 root 1.1 /* pace area is longer and the monster stops before */
691     /* changing directions */
692     /* this is VERTICAL movement */
693 root 1.11 #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
694     #define HI4 240
695 root 1.1
696 pippijn 1.35 #define BLANK_FACE_NAME "blank.x11"
697     #define EMPTY_FACE_NAME "empty.x11"
698 root 1.1
699     /*
700     * Defines for the luck/random functions to make things more readable
701     */
702    
703 root 1.11 #define PREFER_HIGH 1
704     #define PREFER_LOW 0
705 root 1.1
706     /* Flags for apply_special() */
707 root 1.10 enum apply_flag
708     {
709 root 1.58 /* Basic flags/mode, always use one of these */
710     AP_TOGGLE = 0,
711     AP_APPLY = 1,
712 root 1.10 AP_UNAPPLY = 2,
713 root 1.1
714 root 1.58 AP_BASIC_FLAGS = 0x0f,
715 root 1.1
716     /* Optional flags, for bitwise or with a basic flag */
717 root 1.58 AP_NO_MERGE = 0x10,
718     AP_IGNORE_CURSE = 0x20,
719     AP_PRINT = 0x40, /* Print what to do, don't actually do it */
720     AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
721 root 1.1 };
722    
723     /* Bitmask values for 'can_apply_object()' return values.
724     * the CAN_APPLY_ prefix is to just note what function the
725     * are returned from.
726     *
727     * CAN_APPLY_NEVER: who will never be able to use this - requires a body
728     * location who doesn't have.
729     * CAN_APPLY_RESTRICTION: There is some restriction from using this item -
730     * this basically means one of the FLAGS are set saying you can't
731     * use this.
732     * CAN_APPLY_NOT_MASK - this can be used to check the return value to see
733     * if this object can do anything to use this object. If the value
734     * returned from can_apply_object() anded with the mask is non zero,
735     * then it is out of the control of this creature to use the item.
736     * otherwise it means that by unequipping stuff, they could apply the object
737     * CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
738     * this.
739     * CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
740     * unapplied before this can be applied. Think of switching to
741     * a bow but you have a sword & shield - both the sword and
742     * shield need to be uneqipped before you can do the bow.
743     * CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
744     * this one can be applied. Think of rings - human is wearing two
745     * rings and tries to apply one - there are two possible rings he
746     * could remove.
747     *
748     */
749 root 1.11 #define CAN_APPLY_NEVER 0x1
750     #define CAN_APPLY_RESTRICTION 0x2
751     #define CAN_APPLY_NOT_MASK 0xf
752     #define CAN_APPLY_UNAPPLY 0x10
753     #define CAN_APPLY_UNAPPLY_MULT 0x20
754     #define CAN_APPLY_UNAPPLY_CHOICE 0x40
755 root 1.1
756 root 1.63 // Cut off point of when an object is put on the active list or not
757     // we use 2**-n because that can be represented exactly
758     // also make sure that this is a float, not double, constant
759     #define MIN_ACTIVE_SPEED (1.f / 65536.f)
760 root 1.1
761 root 1.45 #define RANDOM() (rndm.next () & 0xffffffU)
762 root 1.1
763     /*
764     * Warning!
765     * If you add message types here, don't forget
766     * to keep the client up to date too!
767     */
768 root 1.10
769 root 1.1 /* message types */
770 root 1.11 #define MSG_TYPE_BOOK 1
771     #define MSG_TYPE_CARD 2
772     #define MSG_TYPE_PAPER 3
773     #define MSG_TYPE_SIGN 4
774     #define MSG_TYPE_MONUMENT 5
775     #define MSG_TYPE_SCRIPTED_DIALOG 6
776     #define MSG_TYPE_MOTD 7
777     #define MSG_TYPE_ADMIN 8
778     #define MSG_TYPE_LAST 9
779 root 1.1
780 root 1.11 #define MSG_SUBTYPE_NONE 0
781 root 1.1
782     /* book messages subtypes */
783 root 1.11 #define MSG_TYPE_BOOK_CLASP_1 1
784     #define MSG_TYPE_BOOK_CLASP_2 2
785     #define MSG_TYPE_BOOK_ELEGANT_1 3
786     #define MSG_TYPE_BOOK_ELEGANT_2 4
787     #define MSG_TYPE_BOOK_QUARTO_1 5
788     #define MSG_TYPE_BOOK_QUARTO_2 6
789     #define MSG_TYPE_BOOK_SPELL_EVOKER 7
790     #define MSG_TYPE_BOOK_SPELL_PRAYER 8
791     #define MSG_TYPE_BOOK_SPELL_PYRO 9
792     #define MSG_TYPE_BOOK_SPELL_SORCERER 10
793     #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
794 root 1.1
795     /* card messages subtypes*/
796 root 1.11 #define MSG_TYPE_CARD_SIMPLE_1 1
797     #define MSG_TYPE_CARD_SIMPLE_2 2
798     #define MSG_TYPE_CARD_SIMPLE_3 3
799     #define MSG_TYPE_CARD_ELEGANT_1 4
800     #define MSG_TYPE_CARD_ELEGANT_2 5
801     #define MSG_TYPE_CARD_ELEGANT_3 6
802     #define MSG_TYPE_CARD_STRANGE_1 7
803     #define MSG_TYPE_CARD_STRANGE_2 8
804     #define MSG_TYPE_CARD_STRANGE_3 9
805     #define MSG_TYPE_CARD_MONEY_1 10
806     #define MSG_TYPE_CARD_MONEY_2 11
807     #define MSG_TYPE_CARD_MONEY_3 12
808 root 1.1
809     /* Paper messages subtypes */
810 root 1.11 #define MSG_TYPE_PAPER_NOTE_1 1
811     #define MSG_TYPE_PAPER_NOTE_2 2
812     #define MSG_TYPE_PAPER_NOTE_3 3
813     #define MSG_TYPE_PAPER_LETTER_OLD_1 4
814     #define MSG_TYPE_PAPER_LETTER_OLD_2 5
815     #define MSG_TYPE_PAPER_LETTER_NEW_1 6
816     #define MSG_TYPE_PAPER_LETTER_NEW_2 7
817     #define MSG_TYPE_PAPER_ENVELOPE_1 8
818     #define MSG_TYPE_PAPER_ENVELOPE_2 9
819     #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
820     #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
821     #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
822     #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
823     #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
824 root 1.1
825     /* road signs messages subtypes */
826 root 1.11 #define MSG_TYPE_SIGN_BASIC 1
827     #define MSG_TYPE_SIGN_DIR_LEFT 2
828     #define MSG_TYPE_SIGN_DIR_RIGHT 3
829     #define MSG_TYPE_SIGN_DIR_BOTH 4
830 root 1.1
831     /* stones and monument messages */
832 root 1.11 #define MSG_TYPE_MONUMENT_STONE_1 1
833     #define MSG_TYPE_MONUMENT_STONE_2 2
834     #define MSG_TYPE_MONUMENT_STONE_3 3
835     #define MSG_TYPE_MONUMENT_STATUE_1 4
836     #define MSG_TYPE_MONUMENT_STATUE_2 5
837     #define MSG_TYPE_MONUMENT_STATUE_3 6
838     #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
839     #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
840     #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
841     #define MSG_TYPE_MONUMENT_WALL_1 10
842     #define MSG_TYPE_MONUMENT_WALL_2 11
843     #define MSG_TYPE_MONUMENT_WALL_3 12
844 root 1.1
845     /*some readable flags*/
846    
847     /* dialog messsage */
848 root 1.11 #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
849     #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
850     #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
851 root 1.1
852     /* admin messages */
853 root 1.11 #define MSG_TYPE_ADMIN_RULES 1
854     #define MSG_TYPE_ADMIN_NEWS 2
855 root 1.1
856 root 1.67 /**
857     * Maximum distance a player may hear a sound from.
858     * This is only used for new client/server sound. If the sound source
859     * on the map is farther away than this, we don't sent it to the client.
860     */
861     #define MAX_SOUND_DISTANCE 16
862    
863 root 1.69 #define LOG_CHANNEL "log" // the plain and ugly standard server log
864     #define INFO_CHANNEL "info" // lower_left box
865     #define SAY_CHANNEL "channel-say"
866     #define CHAT_CHANNEL "channel-chat"
867 root 1.73 #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
868 root 1.69
869     /* The following are the color flags passed to new_draw_info.
870     *
871     * We also set up some control flags
872     *
873     * NDI = New Draw Info
874     */
875    
876     /* Color specifications - note these match the order in xutil.c */
877     /* Note 2: Black, the default color, is 0. Thus, it does not need to
878     * be implicitly specified.
879     */
880     #define NDI_BLACK 0
881     #define NDI_WHITE 1
882     #define NDI_NAVY 2
883     #define NDI_RED 3
884     #define NDI_ORANGE 4
885     #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
886     #define NDI_DK_ORANGE 6 /* DarkOrange2 */
887     #define NDI_GREEN 7 /* SeaGreen */
888     #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
889     /* Than seagreen - also background color */
890     #define NDI_GREY 9
891     #define NDI_BROWN 10 /* Sienna */
892     #define NDI_GOLD 11
893     #define NDI_TAN 12 /* Khaki */
894    
895     #define NDI_MAX_COLOR 12 /* Last value in */
896     #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
897     /* using an int anyways, so we have the space */
898     /* to still do all the flags */
899    
900     #define NDI_REPLY 0x20 // is a direct reply to a user command
901 root 1.72 #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
902     #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
903     #define NDI_CLIENT_MASK 0xff // what the client is allowed to see
904 root 1.69
905     #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
906     #define NDI_ALL 0x2000 /* Inform all players of this message */
907     #define NDI_DEF 0x4000 // ignore colour for channel protocol
908 root 1.87 #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
909 root 1.69
910 root 1.1 #endif /* DEFINE_H */
911 root 1.11