1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file is best viewed with a window width of about 100 character */ |
24 | /* This file is best viewed with a window width of about 100 character */ |
26 | |
25 | |
27 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
… | |
… | |
50 | #endif |
49 | #endif |
51 | #ifndef MAX |
50 | #ifndef MAX |
52 | # define MAX(x,y) max (x, y) |
51 | # define MAX(x,y) max (x, y) |
53 | #endif |
52 | #endif |
54 | |
53 | |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
56 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
57 | # define NAME_MAX 255 |
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58 | #endif |
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59 | |
56 | |
60 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
61 | #ifndef MAX3 |
58 | #ifndef MAX3 |
62 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
63 | #endif |
60 | #endif |
… | |
… | |
67 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
68 | #endif |
65 | #endif |
69 | |
66 | |
70 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
71 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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69 | |
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70 | //TODO: not only use more reasonable values, also enforce them |
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71 | #define MIN_WC -120 |
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72 | #define MAX_WC 120 |
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73 | #define MIN_AC -120 |
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74 | #define MAX_AC 120 |
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75 | #define MIN_DAM 0 |
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76 | #define MAX_DAM 200 |
72 | |
77 | |
73 | #define MAX_BUF 1024 |
78 | #define MAX_BUF 1024 |
74 | /* Used for all kinds of things */ |
79 | /* Used for all kinds of things */ |
75 | #define VERY_BIG_BUF 2048 |
80 | #define VERY_BIG_BUF 2048 |
76 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
81 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
… | |
… | |
266 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
271 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
267 | |
272 | |
268 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
273 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
269 | potions, alchemy, or magic works here (elmex) */ |
274 | potions, alchemy, or magic works here (elmex) */ |
270 | |
275 | |
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276 | #define NUM_TYPES 166 // must be max(type) + 1 |
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277 | |
271 | /* DEAD TYPES: */ |
278 | /* DEAD TYPES: */ |
272 | //#define FBULLET 10 |
279 | //#define FBULLET 10 |
273 | //#define FBALL 11 |
280 | //#define FBALL 11 |
274 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
281 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
275 | //#define CONFUSION 19 |
282 | //#define CONFUSION 19 |
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285 | * misc_object, monster, and spawn_generator |
292 | * misc_object, monster, and spawn_generator |
286 | * types are not used in any archetypes, |
293 | * types are not used in any archetypes, |
287 | * and should perhaps be removed. |
294 | * and should perhaps be removed. |
288 | * |
295 | * |
289 | * Wed Dec 20 13:35:24 CET 2006: |
296 | * Wed Dec 20 13:35:24 CET 2006: |
290 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
297 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
298 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
292 | * renamed WALL to BUILDABLE_WALL. |
299 | * renamed WALL to BUILDABLE_WALL. |
293 | */ |
300 | */ |
294 | |
301 | |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
302 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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421 | |
428 | |
422 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
429 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
423 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
430 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
424 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
431 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
425 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
432 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
426 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
427 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
428 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
429 | #define FLAG_USE_SHIELD 7 |
436 | #define FLAG_USE_SHIELD 7 |
430 | /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
431 | |
438 | |
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444 | |
451 | |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
454 | #define FLAG_AUTO_APPLY 18 |
448 | /* Will be applied when created */ |
455 | /* Will be applied when created */ |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
456 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
457 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
461 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
504 | /* (Monster) can wear armour/shield/helmet */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
505 | #define FLAG_USE_WEAPON 57 |
512 | #define FLAG_USE_WEAPON 57 |
506 | /* (Monster) can wield weapons */ |
513 | /* (Monster) can wield weapons */ |
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
514 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
508 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
515 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
518 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
519 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
513 | |
520 | |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
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531 | |
538 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
539 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
540 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
542 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
545 | #define FLAG_MAKE_INVIS 85 |
539 | /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
540 | #define FLAG_INV_LOCKED 86 |
547 | #define FLAG_INV_LOCKED 86 |
541 | /* Item will not be dropped from inventory */ |
548 | /* Item will not be dropped from inventory */ |
… | |
… | |
595 | |
602 | |
596 | /* If you add new movement types, you may need to update |
603 | /* If you add new movement types, you may need to update |
597 | * describe_item() so properly describe those types. |
604 | * describe_item() so properly describe those types. |
598 | * change_abil() probably should be updated also. |
605 | * change_abil() probably should be updated also. |
599 | */ |
606 | */ |
600 | #define MOVE_WALK 0x1 /* Object walks */ |
607 | #define MOVE_WALK 0x01 /* Object walks */ |
601 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
608 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
602 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
609 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
603 | #define MOVE_FLYING 0x6 |
610 | #define MOVE_FLYING 0x06 |
604 | /* Combo of fly_low and fly_high */ |
611 | /* Combo of fly_low and fly_high */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
612 | #define MOVE_SWIM 0x08 /* Swimming object */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
613 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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614 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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615 | |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
608 | |
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609 | /* the normal assumption is that objects are walking/flying. |
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610 | * So often we don't want to block movement, but still don't want |
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611 | * to allow all types (swimming is rather specialized) - I also |
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612 | * expect as more movement types show up, this is likely to get |
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613 | * updated. Basically, this is the default for spaces that allow |
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614 | * movement - anything but swimming right now. If you really |
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615 | * want nothing at all, then can always set move_block to 0 |
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616 | */ |
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617 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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618 | |
617 | |
619 | /* typdef here to define type large enough to hold bitmask of |
618 | /* typdef here to define type large enough to hold bitmask of |
620 | * all movement types. Make one declaration so easy to update. |
619 | * all movement types. Make one declaration so easy to update. |
621 | * uint8 is defined yet, so just use what that would define it |
620 | * uint8 is defined yet, so just use what that would define it |
622 | * at anyways. |
621 | * at anyways. |
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769 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
768 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
770 | #define HI4 240 |
769 | #define HI4 240 |
771 | |
770 | |
772 | #define BLANK_FACE_NAME "blank.x11" |
771 | #define BLANK_FACE_NAME "blank.x11" |
773 | #define EMPTY_FACE_NAME "empty.x11" |
772 | #define EMPTY_FACE_NAME "empty.x11" |
774 | #define DARK_FACE1_NAME "dark1.x11" |
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775 | #define DARK_FACE2_NAME "dark2.x11" |
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776 | #define DARK_FACE3_NAME "dark3.x11" |
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777 | |
773 | |
778 | /* |
774 | /* |
779 | * Defines for the luck/random functions to make things more readable |
775 | * Defines for the luck/random functions to make things more readable |
780 | */ |
776 | */ |
781 | |
777 | |
… | |
… | |
871 | } |
867 | } |
872 | |
868 | |
873 | /* Flags for apply_special() */ |
869 | /* Flags for apply_special() */ |
874 | enum apply_flag |
870 | enum apply_flag |
875 | { |
871 | { |
876 | /* Basic flags, always use one of these */ |
872 | /* Basic flags/mode, always use one of these */ |
877 | AP_NULL = 0, |
873 | AP_TOGGLE = 0, |
878 | AP_APPLY = 1, |
874 | AP_APPLY = 1, |
879 | AP_UNAPPLY = 2, |
875 | AP_UNAPPLY = 2, |
880 | |
876 | |
881 | AP_BASIC_FLAGS = 15, |
877 | AP_BASIC_FLAGS = 0x0f, |
882 | |
878 | |
883 | /* Optional flags, for bitwise or with a basic flag */ |
879 | /* Optional flags, for bitwise or with a basic flag */ |
884 | AP_NO_MERGE = 16, |
880 | AP_NO_MERGE = 0x10, |
885 | AP_IGNORE_CURSE = 32, |
881 | AP_IGNORE_CURSE = 0x20, |
886 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
882 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
887 | /* Note this is supported in all the functions */ |
883 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
888 | }; |
884 | }; |
889 | |
885 | |
890 | /* Bitmask values for 'can_apply_object()' return values. |
886 | /* Bitmask values for 'can_apply_object()' return values. |
891 | * the CAN_APPLY_ prefix is to just note what function the |
887 | * the CAN_APPLY_ prefix is to just note what function the |
892 | * are returned from. |
888 | * are returned from. |