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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 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 |
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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* 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 */ |
25 | |
25 | |
26 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
… | |
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72 | #define MAX_WC 120 |
72 | #define MAX_WC 120 |
73 | #define MIN_AC -120 |
73 | #define MIN_AC -120 |
74 | #define MAX_AC 120 |
74 | #define MAX_AC 120 |
75 | #define MIN_DAM 0 |
75 | #define MIN_DAM 0 |
76 | #define MAX_DAM 200 |
76 | #define MAX_DAM 200 |
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77 | #define MIN_DIGESTION -35 |
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78 | #define MAX_DIGESTION 70 |
77 | |
79 | |
78 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
79 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
80 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
81 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
83 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
82 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
83 | |
85 | |
84 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
85 | |
87 | |
86 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
87 | |
89 | |
88 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
89 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
90 | |
92 | |
91 | /* Fatal variables: */ |
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92 | //TODO: remove all calls to fatal and replace them by cleanup |
93 | //TODO: remove all calls to fatal and replace them by cleanup |
93 | #define OUT_OF_MEMORY 0 |
94 | #define OUT_OF_MEMORY 0 |
94 | #define MAP_ERROR 1 |
95 | #define MAP_ERROR 1 |
95 | #define ARCHTABLE_TOO_SMALL 2 // unused |
96 | #define ARCHTABLE_TOO_SMALL 2 // unused |
96 | #define TOO_MANY_ERRORS 3 |
97 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
120 | #define POTION 5 |
121 | #define POTION 5 |
121 | #define FOOD 6 |
122 | #define FOOD 6 |
122 | #define POISON 7 |
123 | #define POISON 7 |
123 | #define BOOK 8 |
124 | #define BOOK 8 |
124 | #define CLOCK 9 |
125 | #define CLOCK 9 |
125 | |
126 | //10 |
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127 | //11 |
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128 | //12 |
126 | #define ARROW 13 |
129 | #define ARROW 13 |
127 | #define BOW 14 |
130 | #define BOW 14 |
128 | #define WEAPON 15 |
131 | #define WEAPON 15 |
129 | #define ARMOUR 16 |
132 | #define ARMOUR 16 |
130 | #define PEDESTAL 17 |
133 | #define PEDESTAL 17 |
131 | #define ALTAR 18 |
134 | #define ALTAR 18 |
132 | |
135 | //19 |
133 | #define LOCKED_DOOR 20 |
136 | #define LOCKED_DOOR 20 |
134 | #define SPECIAL_KEY 21 |
137 | #define SPECIAL_KEY 21 |
135 | #define MAP 22 |
138 | #define MAP 22 |
136 | #define DOOR 23 |
139 | #define DOOR 23 |
137 | #define KEY 24 |
140 | #define KEY 24 |
138 | |
141 | //25 |
139 | #define TIMED_GATE 26 |
142 | #define TIMED_GATE 26 |
140 | #define TRIGGER 27 |
143 | #define TRIGGER 27 |
141 | #define GRIMREAPER 28 |
144 | #define GRIMREAPER 28 |
142 | #define MAGIC_EAR 29 |
145 | #define MAGIC_EAR 29 |
143 | #define TRIGGER_BUTTON 30 |
146 | #define TRIGGER_BUTTON 30 |
… | |
… | |
152 | #define AMULET 39 |
155 | #define AMULET 39 |
153 | #define PLAYERMOVER 40 |
156 | #define PLAYERMOVER 40 |
154 | #define TELEPORTER 41 |
157 | #define TELEPORTER 41 |
155 | #define CREATOR 42 |
158 | #define CREATOR 42 |
156 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
157 | |
160 | //44 |
158 | #define EARTHWALL 45 |
161 | #define EARTHWALL 45 |
159 | #define GOLEM 46 |
162 | #define GOLEM 46 |
160 | |
163 | //47 |
161 | #define THROWN_OBJ 48 |
164 | #define THROWN_OBJ 48 |
162 | #define BLINDNESS 49 |
165 | #define BLINDNESS 49 |
163 | #define GOD 50 |
166 | #define GOD 50 |
164 | #define DETECTOR 51 /* peterm: detector is an object |
167 | #define DETECTOR 51 /* peterm: detector is an object |
165 | * which notices the presense of |
168 | * which notices the presense of |
… | |
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180 | |
183 | |
181 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
182 | * a monster into a peaceful being incapable of attack. |
185 | * a monster into a peaceful being incapable of attack. |
183 | */ |
186 | */ |
184 | #define GEM 60 |
187 | #define GEM 60 |
185 | |
188 | //61 |
186 | #define FIREWALL 62 |
189 | #define FIREWALL 62 |
187 | #define ANVIL 63 |
190 | #define ANVIL 63 |
188 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #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 |
192 | #define MOOD_FLOOR 65 /* |
190 | * values of last_sp set how to change: |
193 | * values of last_sp set how to change: |
191 | * 0 = furious, all monsters become aggressive |
194 | * 0 = furious, all monsters become aggressive |
192 | * 1 = angry, all but friendly become aggressive |
195 | * 1 = angry, all but friendly become aggressive |
193 | * 2 = calm, all aggressive monsters calm down |
196 | * 2 = calm, all aggressive monsters calm down |
194 | * 3 = sleep, all monsters fall asleep |
197 | * 3 = sleep, all monsters fall asleep |
195 | * 4 = charm, monsters become pets */ |
198 | * 4 = charm, monsters become pets |
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199 | * 5 = destroy monsters |
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200 | * 6 = destroy pets / friendlies |
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201 | */ |
196 | #define EXIT 66 |
202 | #define EXIT 66 |
197 | #define ENCOUNTER 67 |
203 | #define ENCOUNTER 67 |
198 | #define SHOP_FLOOR 68 |
204 | #define SHOP_FLOOR 68 |
199 | #define SHOP_MAT 69 |
205 | #define SHOP_MAT 69 |
200 | #define RING 70 |
206 | #define RING 70 |
201 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
207 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
202 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
203 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
204 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
205 | #define LIGHTER 75 |
211 | #define LIGHTER 75 |
206 | |
212 | //76 |
207 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
208 | |
214 | //78 |
209 | |
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210 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
215 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
211 | in the engine. Like statues, clocks, chairs,... |
216 | in the engine. Like statues, clocks, chairs,... |
212 | If perhaps we create a function where we can sit |
217 | If perhaps we create a function where we can sit |
213 | on chairs, we create a new type and remove all |
218 | on chairs, we create a new type and remove all |
214 | chairs from here. */ |
219 | chairs from here. */ |
215 | |
220 | //80 |
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221 | //81 |
216 | #define LAMP 82 /* a lamp */ |
222 | #define LAMP 82 /* a lamp */ |
217 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
218 | |
224 | //84 |
219 | #define SPELLBOOK 85 |
225 | #define SPELLBOOK 85 |
220 | |
226 | //86 |
221 | #define CLOAK 87 |
227 | #define CLOAK 87 |
222 | |
228 | //88 |
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229 | //89 |
223 | #define SPINNER 90 |
230 | #define SPINNER 90 |
224 | #define GATE 91 |
231 | #define GATE 91 |
225 | #define BUTTON 92 |
232 | #define BUTTON 92 |
226 | #define CF_HANDLE 93 |
233 | #define CF_HANDLE 93 |
227 | #define HOLE 94 |
234 | #define HOLE 94 |
228 | #define TRAPDOOR 95 |
235 | #define TRAPDOOR 95 |
229 | |
236 | //96 |
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237 | //97 |
230 | #define SIGN 98 |
238 | #define SIGN 98 |
231 | #define BOOTS 99 |
239 | #define BOOTS 99 |
232 | #define GLOVES 100 |
240 | #define GLOVES 100 |
233 | #define SPELL 101 |
241 | #define SPELL 101 |
234 | #define SPELL_EFFECT 102 |
242 | #define SPELL_EFFECT 102 |
235 | #define CONVERTER 103 |
243 | #define CONVERTER 103 |
236 | #define BRACERS 104 |
244 | #define BRACERS 104 |
237 | #define POISONING 105 |
245 | #define POISONING 105 |
238 | #define SAVEBED 106 |
246 | #define SAVEBED 106 |
239 | |
247 | //107 |
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248 | //108 |
240 | #define WAND 109 |
249 | #define WAND 109 |
241 | |
250 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
242 | #define SCROLL 111 |
251 | #define SCROLL 111 |
243 | #define DIRECTOR 112 |
252 | #define DIRECTOR 112 |
244 | #define GIRDLE 113 |
253 | #define GIRDLE 113 |
245 | #define FORCE 114 |
254 | #define FORCE 114 |
246 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
255 | #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 */ |
256 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
248 | |
257 | //117 |
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258 | //118 |
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259 | //119 |
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260 | //120 |
249 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
261 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
250 | #define CONTAINER 122 |
262 | #define CONTAINER 122 |
251 | #define ARMOUR_IMPROVER 123 |
263 | #define ARMOUR_IMPROVER 123 |
252 | #define WEAPON_IMPROVER 124 |
264 | #define WEAPON_IMPROVER 124 |
253 | |
265 | //125 |
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266 | //126 |
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267 | //127 |
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268 | //128 |
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269 | //129 |
254 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
270 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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271 | //131 |
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272 | //132 |
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273 | //133 |
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274 | //134 |
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275 | //135 |
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276 | //136 |
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277 | //137 |
255 | #define DEEP_SWAMP 138 |
278 | #define DEEP_SWAMP 138 |
256 | #define IDENTIFY_ALTAR 139 |
279 | #define IDENTIFY_ALTAR 139 |
257 | |
280 | //140 |
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281 | //141 |
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282 | //142 |
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283 | //143 |
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284 | //144 |
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285 | //145 |
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286 | //146 |
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287 | //147 |
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288 | //148 |
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289 | //149 |
258 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
290 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
259 | |
291 | //151 |
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292 | //152 |
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293 | //153 |
260 | #define RUNE 154 |
294 | #define RUNE 154 |
261 | #define TRAP 155 |
295 | #define TRAP 155 |
262 | |
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263 | #define POWER_CRYSTAL 156 |
296 | #define POWER_CRYSTAL 156 |
264 | #define CORPSE 157 |
297 | #define CORPSE 157 |
265 | |
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266 | #define DISEASE 158 |
298 | #define DISEASE 158 |
267 | #define SYMPTOM 159 |
299 | #define SYMPTOM 159 |
268 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
300 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
269 | #define MATERIAL 161 /* Material for building */ |
301 | #define MATERIAL 161 /* Material for building */ |
270 | |
302 | //162 |
271 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
303 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
272 | |
304 | //164 |
273 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
305 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
274 | potions, alchemy, or magic works here (elmex) */ |
306 | potions, alchemy, or magic works here (elmex) */ |
275 | |
307 | |
276 | #define NUM_TYPES 166 // must be max(type) + 1 |
308 | #define NUM_TYPES 166 // must be max(type) + 1 |
277 | |
309 | |
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 */ |
310 | /* END TYPE DEFINE */ |
325 | |
311 | |
326 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
312 | // maximum supported subtype number + 1, can be increased to 256 |
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313 | // currently (2007-09) in use: 50 |
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314 | #define NUM_SUBTYPES 64 |
327 | |
315 | |
328 | /* Subtypes for BUILDER */ |
316 | /* Subtypes for BUILDER */ |
329 | #define ST_BD_BUILD 1 /* Builds an item */ |
317 | #define ST_BD_BUILD 1 /* Builds an item */ |
330 | #define ST_BD_REMOVE 2 /* Removes an item */ |
318 | #define ST_BD_REMOVE 2 /* Removes an item */ |
331 | |
319 | |
332 | /* Subtypes for MATERIAL */ |
320 | /* Subtypes for MATERIAL */ |
333 | #define ST_MAT_FLOOR 1 /* Floor */ |
321 | #define ST_MAT_FLOOR 1 /* Floor */ |
334 | #define ST_MAT_WALL 2 /* Wall */ |
322 | #define ST_MAT_WALL 2 /* Wall */ |
335 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
323 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
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431 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
419 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
432 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
420 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
421 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
422 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
423 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
436 | #define FLAG_USE_SHIELD 7 |
424 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
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438 | |
425 | |
439 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
426 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
440 | |
427 | |
441 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
428 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
442 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
429 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
… | |
… | |
446 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
433 | /*#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) */ |
434 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
448 | |
435 | |
449 | #define FLAG_MONSTER 14 /* Will attack players */ |
436 | #define FLAG_MONSTER 14 /* Will attack players */ |
450 | #define FLAG_FRIENDLY 15 /* Will help players */ |
437 | #define FLAG_FRIENDLY 15 /* Will help players */ |
451 | |
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452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
438 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
439 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
454 | #define FLAG_AUTO_APPLY 18 |
440 | #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 |
441 | #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. */ |
442 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
443 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
444 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
445 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
… | |
… | |
462 | |
447 | |
463 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
448 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
464 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
449 | /*#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 */ |
450 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
466 | |
451 | |
467 | #define FLAG_IS_USED_UP 28 |
452 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
468 | /* When (--food<0) the object will exit */ |
453 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
469 | #define FLAG_IDENTIFIED 29 |
454 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
470 | /* Player knows full info about item */ |
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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 */ |
455 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
474 | |
|
|
475 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
456 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
476 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
457 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
477 | #define FLAG_STARTEQUIP 34 |
458 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
478 | /* Object was given to player at start */ |
459 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
479 | #define FLAG_BLOCKSVIEW 35 |
|
|
480 | /* Object blocks view */ |
|
|
481 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
460 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
482 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
461 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
483 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
462 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
484 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
463 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
464 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
485 | |
465 | |
486 | #define FLAG_REFL_SPELL 40 |
|
|
487 | /* Spells (some) will reflect from object */ |
|
|
488 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
466 | #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 */ |
467 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
490 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
468 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
491 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
469 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
492 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
470 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
498 | |
476 | |
499 | #define FLAG_PICK_UP 48 /* Can pick up */ |
477 | #define FLAG_PICK_UP 48 /* Can pick up */ |
500 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
478 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
501 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
479 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
502 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
480 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
503 | #define FLAG_CAST_SPELL 52 |
481 | |
504 | /* (Monster) can learn and cast spells */ |
482 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
505 | #define FLAG_USE_SCROLL 53 |
483 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
506 | /* (Monster) can read scroll */ |
|
|
507 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
484 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
508 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
485 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
509 | |
486 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
510 | #define FLAG_USE_ARMOUR 56 |
487 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
|
|
512 | #define FLAG_USE_WEAPON 57 |
|
|
513 | /* (Monster) can wield weapons */ |
|
|
514 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
488 | #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) */ |
489 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
490 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
|
|
491 | |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
492 | #define FLAG_XRAYS 61 /* X-ray vision */ |
518 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
493 | #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 */ |
494 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
520 | |
495 | |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
496 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
540 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
515 | #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 */ |
516 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 | |
517 | |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
518 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
519 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 | #define FLAG_MAKE_INVIS 85 |
520 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
521 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
547 | #define FLAG_INV_LOCKED 86 |
522 | |
548 | /* Item will not be dropped from inventory */ |
|
|
549 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
523 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
550 | |
|
|
551 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
524 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
552 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
525 | #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 */ |
526 | #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 */ |
527 | #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) */ |
528 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
569 | */ |
542 | */ |
570 | |
543 | |
571 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
572 | object */ |
545 | object */ |
573 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
574 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
575 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
576 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
577 | * load_original_map() */ |
550 | * load_original_map() */ |
578 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
579 | * the overlay, and is not subject to |
552 | // * the overlay, and is not subject to |
580 | * decay. */ |
553 | // * decay. */ |
581 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
554 | #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' */ |
555 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
583 | #define FLAG_IS_WATER 107 |
556 | #define FLAG_IS_WATER 107 |
584 | #define FLAG_CONTENT_ON_GEN 108 |
557 | #define FLAG_CONTENT_ON_GEN 108 |
585 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
558 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
591 | * defined flag + 1. If you change this, |
564 | * defined flag + 1. If you change this, |
592 | * make sure you update the flag_links |
565 | * make sure you update the flag_links |
593 | * in common/loader.l |
566 | * in common/loader.l |
594 | */ |
567 | */ |
595 | |
568 | |
596 | /* Values can go up to 127 before the size of the flags array in the |
|
|
597 | * object structure needs to be enlarged. |
|
|
598 | * So there are 18 available flags slots |
|
|
599 | */ |
|
|
600 | |
|
|
601 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
602 | |
|
|
603 | /* If you add new movement types, you may need to update |
569 | /* If you add new movement types, you may need to update |
604 | * describe_item() so properly describe those types. |
570 | * describe_item() so properly describe those types. |
605 | * change_abil() probably should be updated also. |
571 | * change_abil() probably should be updated also. |
606 | */ |
572 | */ |
607 | #define MOVE_WALK 0x01 /* Object walks */ |
573 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
615 | |
581 | |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
582 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
617 | |
583 | |
618 | /* typdef here to define type large enough to hold bitmask of |
584 | /* typdef here to define type large enough to hold bitmask of |
619 | * all movement types. Make one declaration so easy to update. |
585 | * all movement types. Make one declaration so easy to update. |
620 | * uint8 is defined yet, so just use what that would define it |
|
|
621 | * at anyways. |
|
|
622 | */ |
586 | */ |
623 | typedef unsigned char MoveType; |
587 | typedef unsigned char MoveType; |
624 | |
588 | |
625 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
589 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
626 | * Basically, ob2 has to block all of ob1 movement types. |
590 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
635 | * |
599 | * |
636 | */ |
600 | */ |
637 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
601 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
638 | ((type) && (ob1->move_type & type) == ob1->move_type) |
602 | ((type) && (ob1->move_type & type) == ob1->move_type) |
639 | |
603 | |
640 | |
|
|
641 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
604 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
642 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
605 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
643 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
606 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
644 | |
|
|
645 | /* Note: These values are only a default value, resizing can change them */ |
|
|
646 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
647 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
648 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
649 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
650 | |
|
|
651 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
652 | |
|
|
653 | #define E_MONSTER 0x00000001 |
|
|
654 | #define E_EXIT 0x00000002 |
|
|
655 | #define E_TREASURE 0x00000004 |
|
|
656 | #define E_BACKGROUND 0x00000008 |
|
|
657 | #define E_DOOR 0x00000010 |
|
|
658 | #define E_SPECIAL 0x00000020 |
|
|
659 | #define E_SHOP 0x00000040 |
|
|
660 | #define E_NORMAL 0x00000080 |
|
|
661 | #define E_FALSE_WALL 0x00000100 |
|
|
662 | #define E_WALL 0x00000200 |
|
|
663 | #define E_EQUIPMENT 0x00000400 |
|
|
664 | #define E_OTHER 0x00000800 |
|
|
665 | #define E_ARTIFACT 0x00001000 |
|
|
666 | |
607 | |
667 | #define EXIT_PATH(xyz) (xyz)->slaying |
608 | #define EXIT_PATH(xyz) (xyz)->slaying |
668 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
609 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
669 | #define EXIT_X(xyz) (xyz)->stats.hp |
610 | #define EXIT_X(xyz) (xyz)->stats.hp |
670 | #define EXIT_Y(xyz) (xyz)->stats.sp |
611 | #define EXIT_Y(xyz) (xyz)->stats.sp |
… | |
… | |
690 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
631 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
691 | |
632 | |
692 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
633 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
693 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
634 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
694 | |
635 | |
695 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
696 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
697 | |
|
|
698 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
636 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
699 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
637 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
700 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
638 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
701 | |
639 | |
702 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
640 | /* 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 */ |
641 | each of them signed char, concatenated in a int16 */ |
704 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
642 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
705 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
643 | #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) |
644 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
645 | |
707 | #define FIRE_DIRECTIONAL 0 |
646 | #define FIRE_DIRECTIONAL 0 |
708 | #define FIRE_POSITIONAL 1 |
647 | #define FIRE_POSITIONAL 1 |
709 | |
648 | |
710 | /******************************************************************************/ |
649 | /******************************************************************************/ |
711 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
650 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
776 | */ |
715 | */ |
777 | |
716 | |
778 | #define PREFER_HIGH 1 |
717 | #define PREFER_HIGH 1 |
779 | #define PREFER_LOW 0 |
718 | #define PREFER_LOW 0 |
780 | |
719 | |
781 | /* Simple function we use below to keep adding to the same string |
|
|
782 | * but also make sure we don't overwrite that string. |
|
|
783 | */ |
|
|
784 | static inline void |
|
|
785 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
786 | { |
|
|
787 | if (*curlen == (maxlen - 1)) |
|
|
788 | return; |
|
|
789 | |
|
|
790 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
791 | dest[maxlen - 1] = 0; |
|
|
792 | *curlen += strlen (orig); |
|
|
793 | |
|
|
794 | if (*curlen > (maxlen - 1)) |
|
|
795 | *curlen = maxlen - 1; |
|
|
796 | } |
|
|
797 | |
|
|
798 | |
|
|
799 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
800 | * Ideally, all functions should use the SAFE functions, but they |
|
|
801 | * require some extra support in the calling function to remain as |
|
|
802 | * efficient. |
|
|
803 | */ |
|
|
804 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
805 | if(variable) { \ |
|
|
806 | int i,j=0; \ |
|
|
807 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
808 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
809 | if(variable & (1<<i)) { \ |
|
|
810 | if (j) \ |
|
|
811 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
812 | else \ |
|
|
813 | j = 1; \ |
|
|
814 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
815 | } \ |
|
|
816 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
817 | } |
|
|
818 | |
|
|
819 | |
|
|
820 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
821 | |
|
|
822 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
823 | if(variable) { \ |
|
|
824 | int i,j=0; \ |
|
|
825 | strcat(retbuf,"(" name ": "); \ |
|
|
826 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
827 | if(variable & (1<<i)) { \ |
|
|
828 | if (j) \ |
|
|
829 | strcat(retbuf,", "); \ |
|
|
830 | else \ |
|
|
831 | j = 1; \ |
|
|
832 | strcat(retbuf, attacks[i]); \ |
|
|
833 | } \ |
|
|
834 | strcat(retbuf,")"); \ |
|
|
835 | } |
|
|
836 | |
|
|
837 | |
|
|
838 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
839 | if(variable) { \ |
|
|
840 | int i,j=0; \ |
|
|
841 | strcat(retbuf,"(" name ": "); \ |
|
|
842 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
843 | if(variable & (1<<i)) { \ |
|
|
844 | if (j) \ |
|
|
845 | strcat(retbuf,", "); \ |
|
|
846 | else \ |
|
|
847 | j = 1; \ |
|
|
848 | strcat(retbuf, spellpathnames[i]); \ |
|
|
849 | } \ |
|
|
850 | strcat(retbuf,")"); \ |
|
|
851 | } |
|
|
852 | |
|
|
853 | |
|
|
854 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
855 | if(variable) { \ |
|
|
856 | int i,j=0; \ |
|
|
857 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
858 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
859 | if(variable & (1<<i)) { \ |
|
|
860 | if (j) \ |
|
|
861 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
862 | else \ |
|
|
863 | j = 1; \ |
|
|
864 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
865 | } \ |
|
|
866 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
867 | } |
|
|
868 | |
|
|
869 | /* Flags for apply_special() */ |
720 | /* Flags for apply_special() */ |
870 | enum apply_flag |
721 | enum apply_flag |
871 | { |
722 | { |
872 | /* Basic flags/mode, always use one of these */ |
723 | /* Basic flags/mode, always use one of these */ |
873 | AP_TOGGLE = 0, |
724 | AP_TOGGLE = 0, |
… | |
… | |
914 | #define CAN_APPLY_NOT_MASK 0xf |
765 | #define CAN_APPLY_NOT_MASK 0xf |
915 | #define CAN_APPLY_UNAPPLY 0x10 |
766 | #define CAN_APPLY_UNAPPLY 0x10 |
916 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
767 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
917 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
768 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
918 | |
769 | |
919 | /* Cut off point of when an object is put on the active list or not */ |
770 | // Cut off point of when an object is put on the active list or not |
|
|
771 | // we use 2**-n because that can be represented exactly |
|
|
772 | // also make sure that this is a float, not double, constant |
920 | #define MIN_ACTIVE_SPEED 1e-5 |
773 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
921 | |
774 | |
922 | #define RANDOM() (rndm.next () & 0xffffffU) |
775 | #define RANDOM() (rndm.next () & 0xffffffU) |
923 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
|
|
924 | |
776 | |
925 | /* Returns the weight of the given object. Note: it does not take the number of |
777 | /* Returns the weight of the given object. Note: it does not take the number of |
926 | * items (nrof) into account. |
778 | * items (nrof) into account. |
|
|
779 | * (this looks rather bogus, schmorp) |
927 | */ |
780 | */ |
928 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
781 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
929 | |
|
|
930 | |
|
|
931 | /* Code fastening defines |
|
|
932 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
933 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
934 | * the '\0' caracter will not be put at end of buf__. |
|
|
935 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
936 | * and clean up the string. (Lots faster than doing each time...) |
|
|
937 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
938 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
939 | * kown in advance. |
|
|
940 | */ |
|
|
941 | |
|
|
942 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
943 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
944 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
945 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
946 | |
782 | |
947 | /* |
783 | /* |
948 | * Warning! |
784 | * Warning! |
949 | * If you add message types here, don't forget |
785 | * If you add message types here, don't forget |
950 | * to keep the client up to date too! |
786 | * to keep the client up to date too! |
… | |
… | |
1035 | |
871 | |
1036 | /* admin messages */ |
872 | /* admin messages */ |
1037 | #define MSG_TYPE_ADMIN_RULES 1 |
873 | #define MSG_TYPE_ADMIN_RULES 1 |
1038 | #define MSG_TYPE_ADMIN_NEWS 2 |
874 | #define MSG_TYPE_ADMIN_NEWS 2 |
1039 | |
875 | |
|
|
876 | /** |
|
|
877 | * Maximum distance a player may hear a sound from. |
|
|
878 | * This is only used for new client/server sound. If the sound source |
|
|
879 | * on the map is farther away than this, we don't sent it to the client. |
|
|
880 | */ |
|
|
881 | #define MAX_SOUND_DISTANCE 16 |
|
|
882 | |
|
|
883 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
884 | #define INFO_CHANNEL "info" // lower_left box |
|
|
885 | #define SAY_CHANNEL "channel-say" |
|
|
886 | #define CHAT_CHANNEL "channel-chat" |
|
|
887 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
888 | |
|
|
889 | /* The following are the color flags passed to new_draw_info. |
|
|
890 | * |
|
|
891 | * We also set up some control flags |
|
|
892 | * |
|
|
893 | * NDI = New Draw Info |
|
|
894 | */ |
|
|
895 | |
|
|
896 | /* Color specifications - note these match the order in xutil.c */ |
|
|
897 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
898 | * be implicitly specified. |
|
|
899 | */ |
|
|
900 | #define NDI_BLACK 0 |
|
|
901 | #define NDI_WHITE 1 |
|
|
902 | #define NDI_NAVY 2 |
|
|
903 | #define NDI_RED 3 |
|
|
904 | #define NDI_ORANGE 4 |
|
|
905 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
906 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
907 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
908 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
909 | /* Than seagreen - also background color */ |
|
|
910 | #define NDI_GREY 9 |
|
|
911 | #define NDI_BROWN 10 /* Sienna */ |
|
|
912 | #define NDI_GOLD 11 |
|
|
913 | #define NDI_TAN 12 /* Khaki */ |
|
|
914 | |
|
|
915 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
916 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
917 | /* using an int anyways, so we have the space */ |
|
|
918 | /* to still do all the flags */ |
|
|
919 | |
|
|
920 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
921 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
922 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
923 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
924 | |
|
|
925 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
926 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
927 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
928 | |
1040 | #endif /* DEFINE_H */ |
929 | #endif /* DEFINE_H */ |
1041 | |
930 | |