1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
26 | |
26 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
… | |
… | |
36 | #include <autoconf.h> |
37 | #include <autoconf.h> |
37 | |
38 | |
38 | #define FONTDIR "" |
39 | #define FONTDIR "" |
39 | #define FONTNAME "" |
40 | #define FONTNAME "" |
40 | |
41 | |
41 | /* Decstations have trouble with fabs()... */ |
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42 | #define FABS(x) fabs (x) |
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43 | |
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44 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
43 | # include <sys/param.h> |
46 | #endif |
44 | #endif |
47 | #ifndef MIN |
45 | |
48 | # define MIN(x,y) min (x, y) |
46 | #define MAXLEVEL 115 // for treasure calculations only |
49 | #endif |
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50 | #ifndef MAX |
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51 | # define MAX(x,y) max (x, y) |
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52 | #endif |
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53 | |
47 | |
54 | // maximum length of an object name in the protocol |
48 | // maximum length of an object name in the protocol |
55 | #define NAME_LEN 127 |
49 | #define NAME_LEN 127 |
56 | |
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57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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58 | #ifndef MAX3 |
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59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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60 | #endif |
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61 | |
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62 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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63 | #ifndef MIN3 |
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64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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65 | #endif |
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66 | |
50 | |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
69 | |
53 | |
70 | //TODO: not only use more reasonable values, also enforce them |
54 | //TODO: not only use more reasonable values, also enforce them |
… | |
… | |
72 | #define MAX_WC 120 |
56 | #define MAX_WC 120 |
73 | #define MIN_AC -120 |
57 | #define MIN_AC -120 |
74 | #define MAX_AC 120 |
58 | #define MAX_AC 120 |
75 | #define MIN_DAM 0 |
59 | #define MIN_DAM 0 |
76 | #define MAX_DAM 200 |
60 | #define MAX_DAM 200 |
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61 | #define MIN_DIGESTION -35 |
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62 | #define MAX_DIGESTION 70 |
77 | |
63 | |
78 | #define MAX_BUF 1024 |
64 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
79 | /* Used for all kinds of things */ |
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80 | #define VERY_BIG_BUF 2048 |
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81 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
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82 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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83 | |
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84 | #define FONTSIZE 3000 /* Max chars in font */ |
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85 | |
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86 | #define MAX_ANIMATIONS 256 |
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87 | |
65 | |
88 | #define MAX_NAME 48 |
66 | #define MAX_NAME 48 |
89 | #define MAX_EXT_TITLE 98 |
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90 | |
67 | |
91 | /* Fatal variables: */ |
68 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
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69 | |
92 | //TODO: remove all calls to fatal and replace them by cleanup |
70 | //TODO: remove all calls to fatal and replace them by cleanup |
93 | #define OUT_OF_MEMORY 0 |
71 | #define OUT_OF_MEMORY 0 |
94 | #define MAP_ERROR 1 |
72 | #define MAP_ERROR 1 |
95 | #define ARCHTABLE_TOO_SMALL 2 // unused |
73 | #define ARCHTABLE_TOO_SMALL 2 // unused |
96 | #define TOO_MANY_ERRORS 3 |
74 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
120 | #define POTION 5 |
98 | #define POTION 5 |
121 | #define FOOD 6 |
99 | #define FOOD 6 |
122 | #define POISON 7 |
100 | #define POISON 7 |
123 | #define BOOK 8 |
101 | #define BOOK 8 |
124 | #define CLOCK 9 |
102 | #define CLOCK 9 |
125 | |
103 | #define VEIN 10 // deliantra: minerla/ore/whatever vein |
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104 | //11 |
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105 | //12 |
126 | #define ARROW 13 |
106 | #define ARROW 13 |
127 | #define BOW 14 |
107 | #define BOW 14 |
128 | #define WEAPON 15 |
108 | #define WEAPON 15 |
129 | #define ARMOUR 16 |
109 | #define ARMOUR 16 |
130 | #define PEDESTAL 17 |
110 | #define PEDESTAL 17 |
131 | #define ALTAR 18 |
111 | #define ALTAR 18 |
132 | |
112 | #define T_MATCH 19 |
133 | #define LOCKED_DOOR 20 |
113 | #define LOCKED_DOOR 20 |
134 | #define SPECIAL_KEY 21 |
114 | #define SPECIAL_KEY 21 |
135 | #define MAP 22 |
115 | #define MAP 22 |
136 | #define DOOR 23 |
116 | #define DOOR 23 |
137 | #define KEY 24 |
117 | #define KEY 24 |
138 | |
118 | //25 |
139 | #define TIMED_GATE 26 |
119 | #define TIMED_GATE 26 |
140 | #define TRIGGER 27 |
120 | #define TRIGGER 27 |
141 | #define GRIMREAPER 28 |
121 | #define GRIMREAPER 28 |
142 | #define MAGIC_EAR 29 |
122 | #define MAGIC_EAR 29 |
143 | #define TRIGGER_BUTTON 30 |
123 | #define TRIGGER_BUTTON 30 |
… | |
… | |
152 | #define AMULET 39 |
132 | #define AMULET 39 |
153 | #define PLAYERMOVER 40 |
133 | #define PLAYERMOVER 40 |
154 | #define TELEPORTER 41 |
134 | #define TELEPORTER 41 |
155 | #define CREATOR 42 |
135 | #define CREATOR 42 |
156 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
136 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
157 | |
137 | //44 |
158 | #define EARTHWALL 45 |
138 | #define EARTHWALL 45 |
159 | #define GOLEM 46 |
139 | #define GOLEM 46 |
160 | |
140 | //47 |
161 | #define THROWN_OBJ 48 |
141 | #define THROWN_OBJ 48 |
162 | #define BLINDNESS 49 |
142 | #define BLINDNESS 49 |
163 | #define GOD 50 |
143 | #define GOD 50 |
164 | #define DETECTOR 51 /* peterm: detector is an object |
144 | #define DETECTOR 51 /* peterm: detector is an object |
165 | * which notices the presense of |
145 | * which notices the presense of |
… | |
… | |
180 | |
160 | |
181 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
161 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
182 | * a monster into a peaceful being incapable of attack. |
162 | * a monster into a peaceful being incapable of attack. |
183 | */ |
163 | */ |
184 | #define GEM 60 |
164 | #define GEM 60 |
185 | |
165 | //61 |
186 | #define FIREWALL 62 |
166 | #define FIREWALL 62 |
187 | #define ANVIL 63 |
167 | #define ANVIL 63 |
188 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
168 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
189 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
169 | #define MOOD_FLOOR 65 /* |
190 | * values of last_sp set how to change: |
170 | * values of last_sp set how to change: |
191 | * 0 = furious, all monsters become aggressive |
171 | * 0 = furious, all monsters become aggressive |
192 | * 1 = angry, all but friendly become aggressive |
172 | * 1 = angry, all but friendly become aggressive |
193 | * 2 = calm, all aggressive monsters calm down |
173 | * 2 = calm, all aggressive monsters calm down |
194 | * 3 = sleep, all monsters fall asleep |
174 | * 3 = sleep, all monsters fall asleep |
195 | * 4 = charm, monsters become pets */ |
175 | * 4 = charm, monsters become pets |
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176 | * 5 = destroy monsters |
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177 | * 6 = destroy pets / friendlies |
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178 | */ |
196 | #define EXIT 66 |
179 | #define EXIT 66 |
197 | #define ENCOUNTER 67 |
180 | #define ENCOUNTER 67 |
198 | #define SHOP_FLOOR 68 |
181 | #define SHOP_FLOOR 68 |
199 | #define SHOP_MAT 69 |
182 | #define SHOP_MAT 69 |
200 | #define RING 70 |
183 | #define RING 70 |
201 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
184 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
202 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
185 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
203 | #define INORGANIC 73 /* metals and minerals */ |
186 | #define INORGANIC 73 /* metals and minerals */ |
204 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
187 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
205 | #define LIGHTER 75 |
188 | #define LIGHTER 75 |
206 | |
189 | //76 |
207 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
190 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
208 | |
191 | //78 |
209 | |
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210 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
192 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
211 | in the engine. Like statues, clocks, chairs,... |
193 | in the engine. Like statues, clocks, chairs,... |
212 | If perhaps we create a function where we can sit |
194 | If perhaps we create a function where we can sit |
213 | on chairs, we create a new type and remove all |
195 | on chairs, we create a new type and remove all |
214 | chairs from here. */ |
196 | chairs from here. */ |
215 | |
197 | //80 |
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198 | #define TORCH 81 /* a torch */ |
216 | #define LAMP 82 /* a lamp */ |
199 | #define LAMP 82 /* a lamp */ |
217 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
200 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
218 | |
201 | //84 |
219 | #define SPELLBOOK 85 |
202 | #define SPELLBOOK 85 |
220 | |
203 | //86 |
221 | #define CLOAK 87 |
204 | #define CLOAK 87 |
222 | |
205 | //88 |
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206 | //89 |
223 | #define SPINNER 90 |
207 | #define SPINNER 90 |
224 | #define GATE 91 |
208 | #define GATE 91 |
225 | #define BUTTON 92 |
209 | #define BUTTON 92 |
226 | #define CF_HANDLE 93 |
210 | #define T_HANDLE 93 |
227 | #define HOLE 94 |
211 | #define HOLE 94 |
228 | #define TRAPDOOR 95 |
212 | #define TRAPDOOR 95 |
229 | |
213 | //96 |
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214 | //97 |
230 | #define SIGN 98 |
215 | #define SIGN 98 |
231 | #define BOOTS 99 |
216 | #define BOOTS 99 |
232 | #define GLOVES 100 |
217 | #define GLOVES 100 |
233 | #define SPELL 101 |
218 | #define SPELL 101 |
234 | #define SPELL_EFFECT 102 |
219 | #define SPELL_EFFECT 102 |
235 | #define CONVERTER 103 |
220 | #define CONVERTER 103 |
236 | #define BRACERS 104 |
221 | #define BRACERS 104 |
237 | #define POISONING 105 |
222 | #define POISONING 105 |
238 | #define SAVEBED 106 |
223 | #define SAVEBED 106 |
239 | |
224 | //107 |
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225 | //108 |
240 | #define WAND 109 |
226 | #define WAND 109 |
241 | |
227 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
242 | #define SCROLL 111 |
228 | #define SCROLL 111 |
243 | #define DIRECTOR 112 |
229 | #define DIRECTOR 112 |
244 | #define GIRDLE 113 |
230 | #define GIRDLE 113 |
245 | #define FORCE 114 |
231 | #define FORCE 114 |
246 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
232 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
247 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
233 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
248 | |
234 | //117 |
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235 | //118 |
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236 | //119 |
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237 | //120 |
249 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
238 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
250 | #define CONTAINER 122 |
239 | #define CONTAINER 122 |
251 | #define ARMOUR_IMPROVER 123 |
240 | #define ARMOUR_IMPROVER 123 |
252 | #define WEAPON_IMPROVER 124 |
241 | #define WEAPON_IMPROVER 124 |
253 | |
242 | //125 |
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243 | //126 |
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244 | //127 |
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245 | //128 |
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246 | //129 |
254 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
247 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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248 | //131 |
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249 | //132 |
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250 | //133 |
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251 | //134 |
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252 | //135 |
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253 | //136 |
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254 | //137 |
255 | #define DEEP_SWAMP 138 |
255 | #define DEEP_SWAMP 138 |
256 | #define IDENTIFY_ALTAR 139 |
256 | #define IDENTIFY_ALTAR 139 |
257 | |
257 | //140 |
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258 | //141 |
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259 | //142 |
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260 | //143 |
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261 | //144 |
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262 | //145 |
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263 | //146 |
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264 | //147 |
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265 | //148 |
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266 | //149 |
258 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
267 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
259 | |
268 | //151 |
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269 | //152 |
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270 | //153 |
260 | #define RUNE 154 |
271 | #define RUNE 154 |
261 | #define TRAP 155 |
272 | #define TRAP 155 |
262 | |
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263 | #define POWER_CRYSTAL 156 |
273 | #define POWER_CRYSTAL 156 |
264 | #define CORPSE 157 |
274 | #define CORPSE 157 |
265 | |
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266 | #define DISEASE 158 |
275 | #define DISEASE 158 |
267 | #define SYMPTOM 159 |
276 | #define SYMPTOM 159 |
268 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
277 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
269 | #define MATERIAL 161 /* Material for building */ |
278 | #define MATERIAL 161 /* Material for building */ |
270 | |
279 | //162 |
271 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
280 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
272 | |
281 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
273 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
282 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
274 | potions, alchemy, or magic works here (elmex) */ |
283 | potions, alchemy, or magic works here (elmex) */ |
275 | |
284 | |
276 | #define NUM_TYPES 166 // must be max(type) + 1 |
285 | #define NUM_TYPES 166 // must be max(type) + 1 |
277 | |
286 | |
278 | /* DEAD TYPES: */ |
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279 | //#define FBULLET 10 |
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280 | //#define FBALL 11 |
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281 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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282 | //#define CONFUSION 19 |
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283 | //#define MMISSILE 25 |
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284 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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285 | * experience for broad skill categories. This value |
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286 | * is now automatically converteed at load time. |
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287 | */ |
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288 | //#define BOMB 47 |
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289 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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290 | |
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291 | /* random crossfire developer: The trap_part, wall, light_source, |
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292 | * misc_object, monster, and spawn_generator |
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293 | * types are not used in any archetypes, |
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294 | * and should perhaps be removed. |
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295 | * |
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296 | * Wed Dec 20 13:35:24 CET 2006: |
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297 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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298 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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299 | * renamed WALL to BUILDABLE_WALL. |
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300 | */ |
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301 | |
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302 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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303 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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304 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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305 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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306 | //#define TOOL 84 /* a tool for building objects */ |
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307 | //#define BUILDFAC 86 /* facilities for building objects */ |
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308 | //#define CONE 88 |
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309 | //#define AURA 89 /* aura spell object */ |
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310 | //#define WORD_OF_RECALL 96 |
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311 | //#define PARAIMAGE 97 |
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312 | //#define POISONCLOUD 107 |
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313 | //#define FIREHOLES 108 |
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314 | //#define ABILITY 110 |
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315 | /* unused: 125 - 129 |
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316 | * type 125 was MONEY_CHANGER |
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317 | */ |
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318 | //#define CANCELLATION 141 /* not used with new spell code */ |
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319 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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320 | //#define SWARM_SPELL 153 |
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321 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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322 | //#define QUEST 164 /* See below for subtypes */ |
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323 | |
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324 | /* END TYPE DEFINE */ |
287 | /* END TYPE DEFINE */ |
325 | |
288 | |
326 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
289 | // maximum supported subtype number + 1, can be increased to 256 |
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290 | // currently (2007-09) in use: 50 |
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291 | #define NUM_SUBTYPES 64 |
327 | |
292 | |
328 | /* Subtypes for BUILDER */ |
293 | /* Subtypes for BUILDER */ |
329 | #define ST_BD_BUILD 1 /* Builds an item */ |
294 | #define ST_BD_BUILD 1 /* Builds an item */ |
330 | #define ST_BD_REMOVE 2 /* Removes an item */ |
295 | #define ST_BD_REMOVE 2 /* Removes an item */ |
331 | |
296 | |
332 | /* Subtypes for MATERIAL */ |
297 | /* Subtypes for MATERIAL */ |
333 | #define ST_MAT_FLOOR 1 /* Floor */ |
298 | #define ST_MAT_FLOOR 1 /* Floor */ |
334 | #define ST_MAT_WALL 2 /* Wall */ |
299 | #define ST_MAT_WALL 2 /* Wall */ |
335 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
300 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
366 | #define PU_NOTHING 0x00000000 |
331 | #define PU_NOTHING 0x00000000 |
367 | |
332 | |
368 | #define PU_DEBUG 0x10000000 |
333 | #define PU_DEBUG 0x10000000 |
369 | #define PU_INHIBIT 0x20000000 |
334 | #define PU_INHIBIT 0x20000000 |
370 | #define PU_STOP 0x40000000 |
335 | #define PU_STOP 0x40000000 |
371 | #define PU_NEWMODE 0x80000000 |
336 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
372 | |
337 | |
373 | #define PU_RATIO 0x0000000F |
338 | #define PU_RATIO 0x0000000F |
374 | |
339 | |
375 | #define PU_FOOD 0x00000010 |
340 | #define PU_FOOD 0x00000010 |
376 | #define PU_DRINK 0x00000020 |
341 | #define PU_DRINK 0x00000020 |
… | |
… | |
406 | * freearr, add these values. <= SIZEOFFREE1 will get you |
371 | * freearr, add these values. <= SIZEOFFREE1 will get you |
407 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
372 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
408 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
373 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
409 | * three spaces |
374 | * three spaces |
410 | */ |
375 | */ |
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376 | #define SIZEOFFREE0 0 |
411 | #define SIZEOFFREE1 8 |
377 | #define SIZEOFFREE1 8 |
412 | #define SIZEOFFREE2 24 |
378 | #define SIZEOFFREE2 24 |
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379 | #define SIZEOFFREE3 48 |
413 | #define SIZEOFFREE 49 |
380 | #define SIZEOFFREE 49 |
414 | |
381 | |
415 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
382 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
416 | |
383 | |
417 | /* |
384 | /* |
418 | * If any FLAG's are added or changed, make sure the flag_names structure in |
385 | * If any FLAG's are added or changed, make sure the flag_names structure in |
419 | * common/loader.l is updated. |
386 | * common/loader.C is updated. |
420 | */ |
387 | */ |
421 | |
388 | |
422 | /* Basic routines to do above */ |
389 | /* Basic routines to do above */ |
423 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
390 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
424 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
391 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
425 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
392 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
426 | |
393 | |
427 | /* the flags */ |
394 | /* the flags */ |
428 | |
395 | |
429 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
396 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
430 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
397 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
431 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
398 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
432 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
399 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
400 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
401 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
402 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
436 | #define FLAG_USE_SHIELD 7 |
403 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
404 | |
438 | |
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|
439 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
405 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
440 | |
406 | |
441 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
407 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
442 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
408 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
443 | |
409 | |
444 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
410 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
445 | |
411 | |
446 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
412 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
447 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
413 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
448 | |
414 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
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415 | |
449 | #define FLAG_MONSTER 14 /* Will attack players */ |
416 | #define FLAG_MONSTER 14 /* Will attack players */ |
450 | #define FLAG_FRIENDLY 15 /* Will help players */ |
417 | #define FLAG_FRIENDLY 15 /* Will help players */ |
451 | |
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452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
418 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
419 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
454 | #define FLAG_AUTO_APPLY 18 |
420 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
455 | /* Will be applied when created */ |
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456 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
421 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
457 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
422 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
423 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
424 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
425 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
461 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
426 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
462 | |
427 | |
463 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
428 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
464 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
429 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
465 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
430 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
466 | |
431 | |
467 | #define FLAG_IS_USED_UP 28 |
432 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
468 | /* When (--food<0) the object will exit */ |
433 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
469 | #define FLAG_IDENTIFIED 29 |
434 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
470 | /* Player knows full info about item */ |
435 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
471 | #define FLAG_REFLECTING 30 |
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472 | /* Object reflects from walls (lightning) */ |
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473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
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474 | |
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475 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
436 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
476 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
437 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
477 | #define FLAG_STARTEQUIP 34 |
438 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
478 | /* Object was given to player at start */ |
439 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
479 | #define FLAG_BLOCKSVIEW 35 |
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|
480 | /* Object blocks view */ |
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481 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
440 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
482 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
441 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
483 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
442 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
484 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
443 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
485 | |
444 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
486 | #define FLAG_REFL_SPELL 40 |
445 | |
487 | /* Spells (some) will reflect from object */ |
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488 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
446 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
489 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
447 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
490 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
448 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
491 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
449 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
492 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
450 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
493 | but can still attack at a distance */ |
451 | but can still attack at a distance */ |
494 | |
452 | |
495 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
453 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
496 | thru this object as if it wasn't there */ |
454 | thru this object as if it wasn't there */ |
497 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
455 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
498 | |
456 | |
499 | #define FLAG_PICK_UP 48 /* Can pick up */ |
457 | #define FLAG_PICK_UP 48 /* Can pick up */ |
500 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
458 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
501 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
459 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
502 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
460 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
503 | #define FLAG_CAST_SPELL 52 |
461 | |
504 | /* (Monster) can learn and cast spells */ |
462 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
505 | #define FLAG_USE_SCROLL 53 |
463 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
506 | /* (Monster) can read scroll */ |
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|
507 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
464 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
508 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
465 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
509 | |
466 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
510 | #define FLAG_USE_ARMOUR 56 |
467 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
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512 | #define FLAG_USE_WEAPON 57 |
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513 | /* (Monster) can wield weapons */ |
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514 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
468 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
515 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
469 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
470 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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471 | |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
472 | #define FLAG_XRAYS 61 /* X-ray vision */ |
518 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
473 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
519 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
474 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
520 | |
475 | |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
476 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
522 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
477 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
523 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
478 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
524 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
479 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
525 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
480 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
526 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
481 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
527 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
482 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
528 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
483 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
529 | |
484 | |
530 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
485 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
531 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
486 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
532 | #define FLAG_CURSED 74 /* The object is cursed */ |
487 | #define FLAG_CURSED 74 /* The object is cursed */ |
533 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
488 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
534 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
489 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
535 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
490 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
536 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
491 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
537 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
492 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
538 | |
493 | |
539 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
494 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
540 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
495 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
496 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 | |
497 | |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
498 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
499 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 | #define FLAG_MAKE_INVIS 85 |
500 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
501 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
547 | #define FLAG_INV_LOCKED 86 |
502 | |
548 | /* Item will not be dropped from inventory */ |
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549 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
503 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
550 | |
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|
551 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
504 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
552 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
505 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
553 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
506 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
554 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
507 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
555 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
508 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
556 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
509 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
557 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
510 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
558 | |
511 | |
559 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
512 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
560 | |
513 | |
561 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
514 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
562 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
515 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
563 | * away (replaces ghosthit) |
516 | * away (replaces ghosthit) |
564 | */ |
517 | */ |
565 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
518 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
566 | * detect cases were the server is trying |
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567 | * to send an upditem when we have not |
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568 | * actually sent the item. |
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569 | */ |
519 | |
570 | |
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571 | #define FLAG_BERSERK 99 /* monster will attack closest living |
520 | #define FLAG_BERSERK 99 /* monster will attack closest living |
572 | object */ |
521 | object */ |
573 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
522 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
574 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
523 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
575 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
524 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
576 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
525 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
577 | * load_original_map() */ |
526 | * load_original_map() */ |
578 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
527 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
579 | * the overlay, and is not subject to |
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580 | * decay. */ |
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581 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
528 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
582 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
529 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
583 | #define FLAG_IS_WATER 107 |
530 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
584 | #define FLAG_CONTENT_ON_GEN 108 |
531 | #define FLAG_CONTENT_ON_GEN 108 |
585 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
532 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
586 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
533 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
587 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
534 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
588 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
535 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
589 | |
536 | |
590 | #define NUM_FLAGS 113 /* Should always be equal to the last |
537 | #define NUM_FLAGS 113 /* Should always be equal to the last |
591 | * defined flag + 1. If you change this, |
538 | * defined flag + 1. If you change this, |
592 | * make sure you update the flag_links |
539 | * make sure you update the flag_links |
593 | * in common/loader.l |
540 | * in common/loader.l |
594 | */ |
541 | */ |
595 | |
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596 | /* Values can go up to 127 before the size of the flags array in the |
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597 | * object structure needs to be enlarged. |
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598 | * So there are 18 available flags slots |
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599 | */ |
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600 | |
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601 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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602 | |
542 | |
603 | /* If you add new movement types, you may need to update |
543 | /* If you add new movement types, you may need to update |
604 | * describe_item() so properly describe those types. |
544 | * describe_item() so properly describe those types. |
605 | * change_abil() probably should be updated also. |
545 | * change_abil() probably should be updated also. |
606 | */ |
546 | */ |
… | |
… | |
609 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
549 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
610 | #define MOVE_FLYING 0x06 |
550 | #define MOVE_FLYING 0x06 |
611 | /* Combo of fly_low and fly_high */ |
551 | /* Combo of fly_low and fly_high */ |
612 | #define MOVE_SWIM 0x08 /* Swimming object */ |
552 | #define MOVE_SWIM 0x08 /* Swimming object */ |
613 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
553 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
614 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
554 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
615 | |
555 | |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
556 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
617 | |
557 | |
618 | /* typdef here to define type large enough to hold bitmask of |
558 | /* typdef here to define type large enough to hold bitmask of |
619 | * all movement types. Make one declaration so easy to update. |
559 | * all movement types. Make one declaration so easy to update. |
620 | * uint8 is defined yet, so just use what that would define it |
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621 | * at anyways. |
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622 | */ |
560 | */ |
623 | typedef unsigned char MoveType; |
561 | typedef unsigned char MoveType; |
624 | |
562 | |
625 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
563 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
626 | * Basically, ob2 has to block all of ob1 movement types. |
564 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
635 | * |
573 | * |
636 | */ |
574 | */ |
637 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
575 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
638 | ((type) && (ob1->move_type & type) == ob1->move_type) |
576 | ((type) && (ob1->move_type & type) == ob1->move_type) |
639 | |
577 | |
640 | |
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641 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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642 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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643 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
578 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
644 | |
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645 | /* Note: These values are only a default value, resizing can change them */ |
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646 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
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647 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
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648 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
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649 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
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650 | |
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651 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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652 | |
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653 | #define E_MONSTER 0x00000001 |
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654 | #define E_EXIT 0x00000002 |
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655 | #define E_TREASURE 0x00000004 |
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656 | #define E_BACKGROUND 0x00000008 |
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657 | #define E_DOOR 0x00000010 |
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658 | #define E_SPECIAL 0x00000020 |
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659 | #define E_SHOP 0x00000040 |
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660 | #define E_NORMAL 0x00000080 |
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661 | #define E_FALSE_WALL 0x00000100 |
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662 | #define E_WALL 0x00000200 |
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663 | #define E_EQUIPMENT 0x00000400 |
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664 | #define E_OTHER 0x00000800 |
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665 | #define E_ARTIFACT 0x00001000 |
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666 | |
579 | |
667 | #define EXIT_PATH(xyz) (xyz)->slaying |
580 | #define EXIT_PATH(xyz) (xyz)->slaying |
668 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
581 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
669 | #define EXIT_X(xyz) (xyz)->stats.hp |
582 | #define EXIT_X(xyz) (xyz)->stats.hp |
670 | #define EXIT_Y(xyz) (xyz)->stats.sp |
583 | #define EXIT_Y(xyz) (xyz)->stats.sp |
671 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
584 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
672 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
585 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
673 | |
586 | |
674 | /* for use by the lighting code */ |
587 | /* for use by the lighting code */ |
675 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
588 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
676 | * large values allow objects that can |
589 | * large values allow objects that can |
677 | * slow down the game */ |
590 | * slow down the game */ |
678 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
591 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
679 | * practical reason to exceed this */ |
592 | * practical reason to exceed this */ |
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|
593 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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|
594 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
680 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
595 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
681 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
596 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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|
597 | // player position in blocked_los code |
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|
598 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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|
599 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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|
600 | |
682 | |
601 | |
683 | #define F_BUY 0 |
602 | #define F_BUY 0 |
684 | #define F_SELL 1 |
603 | #define F_SELL 1 |
685 | #define F_TRUE 2 /* True value of item, unadjusted */ |
604 | #define F_TRUE 2 /* True value of item, unadjusted */ |
686 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
605 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
690 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
609 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
691 | |
610 | |
692 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
611 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
693 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
612 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
694 | |
613 | |
695 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
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|
696 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
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|
697 | |
|
|
698 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
614 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
699 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
615 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
700 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
616 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
701 | |
617 | |
702 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
618 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
703 | each of them signed char, concatenated in a int16 */ |
619 | each of them signed char, concatenated in a int16 */ |
704 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
620 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
705 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
621 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
706 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
622 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
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|
623 | |
707 | #define FIRE_DIRECTIONAL 0 |
624 | #define FIRE_DIRECTIONAL 0 |
708 | #define FIRE_POSITIONAL 1 |
625 | #define FIRE_POSITIONAL 1 |
709 | |
626 | |
710 | /******************************************************************************/ |
627 | /******************************************************************************/ |
711 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
628 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
724 | /* CIRCLE1 = 32 */ |
641 | /* CIRCLE1 = 32 */ |
725 | /* + DISTATT = 1 */ |
642 | /* + DISTATT = 1 */ |
726 | /* ------------------- */ |
643 | /* ------------------- */ |
727 | /* attack_movement = 33 */ |
644 | /* attack_movement = 33 */ |
728 | /******************************************************************************/ |
645 | /******************************************************************************/ |
729 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
646 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
730 | /* attack from a distance - good for missile users only */ |
647 | /* attack from a distance - good for missile users only */ |
731 | #define RUNATT 2 /* run but attack if player catches up to object */ |
648 | #define RUNATT 2 /* run but attack if player catches up to object */ |
732 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
649 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
733 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
650 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
734 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
651 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
735 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
652 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
736 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
653 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
737 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
654 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
738 | /* maintains comfortable distance */ |
655 | /* maintains comfortable distance */ |
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|
656 | |
739 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
657 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
740 | /* are set to this number, the monster follows a player */ |
658 | /* are set to this number, the monster follows a player */ |
741 | /* until the owner calls it back or off */ |
659 | /* until the owner calls it back or off */ |
742 | /* player followed denoted by 0b->owner */ |
660 | /* player followed denoted by 0b->owner */ |
743 | /* the monster will try to attack whatever the player is */ |
661 | /* the monster will try to attack whatever the player is */ |
744 | /* attacking, and will continue to do so until the owner */ |
662 | /* attacking, and will continue to do so until the owner */ |
745 | /* calls off the monster - a key command will be */ |
663 | /* calls off the monster - a key command will be */ |
746 | /* inserted to do so */ |
664 | /* inserted to do so */ |
747 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
665 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
748 | /* are set to this number, the monster will move in a */ |
666 | /* are set to this number, the monster will move in a */ |
749 | /* circle until it is attacked, or the enemy field is */ |
667 | /* circle until it is attacked, or the enemy field is */ |
750 | /* set, this is good for non-aggressive monsters and NPC */ |
668 | /* set, this is good for non-aggressive monsters and NPC */ |
751 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
669 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
752 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
670 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
753 | /* this is HORIZONTAL movement */ |
671 | /* this is HORIZONTAL movement */ |
754 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
672 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
755 | /* pace area is longer and the monster stops before */ |
673 | /* pace area is longer and the monster stops before */ |
756 | /* changing directions */ |
674 | /* changing directions */ |
757 | /* this is HORIZONTAL movement */ |
675 | /* this is HORIZONTAL movement */ |
758 | #define RANDO 96 /* the monster will go in a random direction until */ |
676 | #define RANDO 96 /* the monster will go in a random direction until */ |
759 | /* it is stopped by an obstacle, then it chooses another */ |
677 | /* it is stopped by an obstacle, then it chooses another */ |
760 | /* direction. */ |
678 | /* direction. */ |
761 | #define RANDO2 112 /* constantly move in a different random direction */ |
679 | #define RANDO2 112 /* constantly move in a different random direction */ |
762 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
680 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
763 | /* this is VERTICAL movement */ |
681 | /* this is VERTICAL movement */ |
764 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
682 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
765 | /* pace area is longer and the monster stops before */ |
683 | /* pace area is longer and the monster stops before */ |
766 | /* changing directions */ |
684 | /* changing directions */ |
767 | /* this is VERTICAL movement */ |
685 | /* this is VERTICAL movement */ |
768 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
686 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
769 | #define HI4 240 |
687 | #define HI4 240 |
770 | |
688 | |
771 | #define BLANK_FACE_NAME "blank.x11" |
689 | #define BLANK_FACE_NAME "blank.x11" |
772 | #define EMPTY_FACE_NAME "empty.x11" |
690 | #define EMPTY_FACE_NAME "empty.x11" |
773 | |
691 | |
… | |
… | |
831 | // Cut off point of when an object is put on the active list or not |
749 | // Cut off point of when an object is put on the active list or not |
832 | // we use 2**-n because that can be represented exactly |
750 | // we use 2**-n because that can be represented exactly |
833 | // also make sure that this is a float, not double, constant |
751 | // also make sure that this is a float, not double, constant |
834 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
752 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
835 | |
753 | |
836 | #define RANDOM() (rndm.next () & 0xffffffU) |
754 | /* have mercy on players and guarantee a somewhat higher speed */ |
837 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
755 | #define MIN_PLAYER_SPEED 0.04f |
838 | |
|
|
839 | /* Returns the weight of the given object. Note: it does not take the number of |
|
|
840 | * items (nrof) into account. |
|
|
841 | */ |
|
|
842 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
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|
843 | |
|
|
844 | |
|
|
845 | /* Code fastening defines |
|
|
846 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
847 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
848 | * the '\0' caracter will not be put at end of buf__. |
|
|
849 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
850 | * and clean up the string. (Lots faster than doing each time...) |
|
|
851 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
852 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
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|
853 | * kown in advance. |
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|
854 | */ |
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|
855 | |
|
|
856 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
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|
857 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
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|
858 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
859 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
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|
860 | |
756 | |
861 | /* |
757 | /* |
862 | * Warning! |
758 | * Warning! |
863 | * If you add message types here, don't forget |
759 | * If you add message types here, don't forget |
864 | * to keep the client up to date too! |
760 | * to keep the client up to date too! |
… | |
… | |
949 | |
845 | |
950 | /* admin messages */ |
846 | /* admin messages */ |
951 | #define MSG_TYPE_ADMIN_RULES 1 |
847 | #define MSG_TYPE_ADMIN_RULES 1 |
952 | #define MSG_TYPE_ADMIN_NEWS 2 |
848 | #define MSG_TYPE_ADMIN_NEWS 2 |
953 | |
849 | |
|
|
850 | /** |
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|
851 | * Maximum distance a player may hear a sound from. |
|
|
852 | * This is only used for client/server sound and say. If the sound source |
|
|
853 | * on the map is farther away than this, we don't sent it to the client. |
|
|
854 | */ |
|
|
855 | #define MAX_SOUND_DISTANCE 16 |
|
|
856 | |
|
|
857 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
858 | #define INFO_CHANNEL "info" // lower_left box |
|
|
859 | #define SAY_CHANNEL "say" |
|
|
860 | #define CHAT_CHANNEL "chat" |
|
|
861 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
862 | |
|
|
863 | /* The following are the color flags passed to new_draw_info. |
|
|
864 | * |
|
|
865 | * We also set up some control flags |
|
|
866 | * |
|
|
867 | * NDI = New Draw Info |
|
|
868 | */ |
|
|
869 | |
|
|
870 | /* Color specifications - note these match the order in xutil.c */ |
|
|
871 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
872 | * be implicitly specified. |
|
|
873 | */ |
|
|
874 | #define NDI_BLACK 0 |
|
|
875 | #define NDI_WHITE 1 |
|
|
876 | #define NDI_NAVY 2 |
|
|
877 | #define NDI_RED 3 |
|
|
878 | #define NDI_ORANGE 4 |
|
|
879 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
880 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
881 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
882 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
883 | /* Than seagreen - also background color */ |
|
|
884 | #define NDI_GREY 9 |
|
|
885 | #define NDI_BROWN 10 /* Sienna */ |
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|
886 | #define NDI_GOLD 11 |
|
|
887 | #define NDI_TAN 12 /* Khaki */ |
|
|
888 | |
|
|
889 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
890 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
891 | /* using an int anyways, so we have the space */ |
|
|
892 | /* to still do all the flags */ |
|
|
893 | |
|
|
894 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
895 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
896 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
897 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
898 | |
|
|
899 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
900 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
901 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
902 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
|
|
903 | |
954 | #endif /* DEFINE_H */ |
904 | #endif /* DEFINE_H */ |
955 | |
905 | |