… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
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 |
… | |
… | |
43 | * The following should still hopefully result in an error. |
43 | * The following should still hopefully result in an error. |
44 | */ |
44 | */ |
45 | error - Your ANSI C compiler should be defining __STDC__; |
45 | error - Your ANSI C compiler should be defining __STDC__; |
46 | #endif |
46 | #endif |
47 | |
47 | |
48 | #ifndef WIN32 /* ---win32 exclude unix configuration part */ |
|
|
49 | # include <autoconf.h> |
48 | #include <autoconf.h> |
50 | #endif |
|
|
51 | |
49 | |
52 | #define FONTDIR "" |
50 | #define FONTDIR "" |
53 | #define FONTNAME "" |
51 | #define FONTNAME "" |
54 | |
52 | |
55 | /* Decstations have trouble with fabs()... */ |
53 | /* Decstations have trouble with fabs()... */ |
… | |
… | |
114 | * Additionally, when you add a new entry, include it in the table in item.c |
112 | * Additionally, when you add a new entry, include it in the table in item.c |
115 | */ |
113 | */ |
116 | |
114 | |
117 | /* type 0 will be undefined and shows a non valid type information */ |
115 | /* type 0 will be undefined and shows a non valid type information */ |
118 | |
116 | |
119 | #define PLAYER 1 |
117 | #define PLAYER 1 |
120 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
118 | #define TRANSPORT 2 /* see pod/objects.pod */ |
121 | #define ROD 3 |
119 | #define ROD 3 |
122 | #define TREASURE 4 |
120 | #define TREASURE 4 |
123 | #define POTION 5 |
121 | #define POTION 5 |
124 | #define FOOD 6 |
122 | #define FOOD 6 |
125 | #define POISON 7 |
123 | #define POISON 7 |
126 | #define BOOK 8 |
124 | #define BOOK 8 |
127 | #define CLOCK 9 |
125 | #define CLOCK 9 |
128 | |
126 | |
129 | /*#define FBULLET 10 */ |
127 | /*#define FBULLET 10 */ |
130 | |
|
|
131 | /*#define FBALL 11 */ |
128 | /*#define FBALL 11 */ |
132 | #define LIGHTNING 12 |
129 | |
133 | #define ARROW 13 |
130 | /*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4 |
134 | #define BOW 14 |
131 | #define ARROW 13 |
|
|
132 | #define BOW 14 |
135 | #define WEAPON 15 |
133 | #define WEAPON 15 |
136 | #define ARMOUR 16 |
134 | #define ARMOUR 16 |
137 | #define PEDESTAL 17 |
135 | #define PEDESTAL 17 |
138 | #define ALTAR 18 |
136 | #define ALTAR 18 |
139 | |
137 | |
140 | /*#define CONFUSION 19 */ |
138 | /*#define CONFUSION 19 */ |
|
|
139 | |
141 | #define LOCKED_DOOR 20 |
140 | #define LOCKED_DOOR 20 |
142 | #define SPECIAL_KEY 21 |
141 | #define SPECIAL_KEY 21 |
143 | #define MAP 22 |
142 | #define MAP 22 |
144 | #define DOOR 23 |
143 | #define DOOR 23 |
145 | #define KEY 24 |
144 | #define KEY 24 |
146 | |
145 | |
147 | /*#define MMISSILE 25 */ |
146 | /*#define MMISSILE 25 */ |
|
|
147 | |
148 | #define TIMED_GATE 26 |
148 | #define TIMED_GATE 26 |
149 | #define TRIGGER 27 |
149 | #define TRIGGER 27 |
150 | #define GRIMREAPER 28 |
150 | #define GRIMREAPER 28 |
151 | #define MAGIC_EAR 29 |
151 | #define MAGIC_EAR 29 |
152 | #define TRIGGER_BUTTON 30 |
152 | #define TRIGGER_BUTTON 30 |
153 | #define TRIGGER_ALTAR 31 |
153 | #define TRIGGER_ALTAR 31 |
154 | #define TRIGGER_PEDESTAL 32 |
154 | #define TRIGGER_PEDESTAL 32 |
155 | #define SHIELD 33 |
155 | #define SHIELD 33 |
156 | #define HELMET 34 |
156 | #define HELMET 34 |
157 | #define HORN 35 |
157 | #define HORN 35 |
158 | #define MONEY 36 |
158 | #define MONEY 36 |
159 | #define CLASS 37 /* object for applying character class modifications to someone */ |
159 | #define CLASS 37 /* object for applying character class modifications to someone */ |
160 | #define GRAVESTONE 38 |
160 | #define GRAVESTONE 38 |
161 | #define AMULET 39 |
161 | #define AMULET 39 |
162 | #define PLAYERMOVER 40 |
162 | #define PLAYERMOVER 40 |
163 | #define TELEPORTER 41 |
163 | #define TELEPORTER 41 |
164 | #define CREATOR 42 |
164 | #define CREATOR 42 |
165 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
165 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
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166 | |
166 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
167 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
167 | /* experience for broad skill categories. This value */ |
168 | * experience for broad skill categories. This value |
168 | /* is now automatically converteed at load time. */ |
169 | * is now automatically converteed at load time. |
|
|
170 | */ |
|
|
171 | |
169 | #define EARTHWALL 45 |
172 | #define EARTHWALL 45 |
170 | #define GOLEM 46 |
173 | #define GOLEM 46 |
171 | |
174 | |
172 | /*#define BOMB 47 */ |
175 | /*#define BOMB 47 */ |
173 | #define THROWN_OBJ 48 |
176 | #define THROWN_OBJ 48 |
174 | #define BLINDNESS 49 |
177 | #define BLINDNESS 49 |
175 | #define GOD 50 |
178 | #define GOD 50 |
176 | |
|
|
177 | #define DETECTOR 51 /* peterm: detector is an object */ |
179 | #define DETECTOR 51 /* peterm: detector is an object |
178 | /* which notices the presense of */ |
180 | * which notices the presense of |
179 | /* another object and is triggered */ |
181 | * another object and is triggered |
180 | /* like buttons. */ |
182 | * like buttons. |
|
|
183 | */ |
181 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
184 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
182 | /* force into a player with a specified string WHEN TRIGGERED. */ |
185 | * force into a player with a specified string WHEN TRIGGERED. |
|
|
186 | */ |
183 | #define DEAD_OBJECT 53 |
187 | #define DEAD_OBJECT 53 |
184 | #define DRINK 54 |
188 | #define DRINK 54 |
185 | #define MARKER 55 /* inserts an invisible, weightless */ |
189 | #define MARKER 55 /* inserts an invisible, weightless |
186 | /* force into a player with a specified string. */ |
190 | * force into a player with a specified string. |
|
|
191 | */ |
187 | #define HOLY_ALTAR 56 |
192 | #define HOLY_ALTAR 56 |
188 | #define PLAYER_CHANGER 57 |
193 | #define PLAYER_CHANGER 57 |
189 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
194 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
190 | |
195 | |
191 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
196 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
192 | /* a monster into a peaceful being incapable of attack. */ |
197 | * a monster into a peaceful being incapable of attack. |
193 | #define GEM 60 |
198 | */ |
|
|
199 | #define GEM 60 |
194 | |
200 | |
195 | /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ |
201 | /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
|
|
202 | |
196 | #define FIREWALL 62 |
203 | #define FIREWALL 62 |
197 | #define ANVIL 63 |
204 | #define ANVIL 63 |
198 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
205 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
199 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
206 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
200 | * values of last_sp set how to change: |
207 | * values of last_sp set how to change: |
201 | * 0 = furious, all monsters become aggressive |
208 | * 0 = furious, all monsters become aggressive |
202 | * 1 = angry, all but friendly become aggressive |
209 | * 1 = angry, all but friendly become aggressive |
203 | * 2 = calm, all aggressive monsters calm down |
210 | * 2 = calm, all aggressive monsters calm down |
204 | * 3 = sleep, all monsters fall asleep |
211 | * 3 = sleep, all monsters fall asleep |
205 | * 4 = charm, monsters become pets */ |
212 | * 4 = charm, monsters become pets */ |
206 | #define EXIT 66 |
213 | #define EXIT 66 |
207 | #define ENCOUNTER 67 |
214 | #define ENCOUNTER 67 |
208 | #define SHOP_FLOOR 68 |
215 | #define SHOP_FLOOR 68 |
209 | #define SHOP_MAT 69 |
216 | #define SHOP_MAT 69 |
210 | #define RING 70 |
217 | #define RING 70 |
211 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
218 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
212 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
219 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
213 | #define INORGANIC 73 /* metals and minerals */ |
220 | #define INORGANIC 73 /* metals and minerals */ |
214 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
221 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
215 | #define LIGHTER 75 |
222 | #define LIGHTER 75 |
216 | |
223 | |
217 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
224 | /* random crossfire developer: The trap_part, wall, light_source, |
218 | * types are not used in any archetypes, and should perhaps be removed. |
225 | * misc_object, monster, and spawn_generator |
|
|
226 | * types are not used in any archetypes, |
|
|
227 | * and should perhaps be removed. |
219 | */ |
228 | * |
|
|
229 | * Wed Dec 20 13:35:24 CET 2006: |
|
|
230 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
|
|
231 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
|
|
232 | * renamed WALL to BUILDABLE_WALL. |
|
|
233 | */ |
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234 | |
220 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
235 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
221 | |
236 | |
222 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
237 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
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|
238 | |
223 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
239 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
|
|
240 | |
224 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
241 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
225 | in the engine. Like statues, clocks, chairs,... |
242 | in the engine. Like statues, clocks, chairs,... |
226 | If perhaps we create a function where we can sit |
243 | If perhaps we create a function where we can sit |
227 | on chairs, we create a new type and remove all |
244 | on chairs, we create a new type and remove all |
228 | chairs from here. */ |
245 | chairs from here. */ |
229 | #define MONSTER 80 |
246 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
230 | /* yes, thats a real, living creature */ |
247 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
231 | #define SPAWN_GENERATOR 81 |
248 | |
232 | /* a spawn point or monster generator object */ |
249 | #define LAMP 82 /* a lamp */ |
233 | #define LAMP 82 /* a lamp */ |
|
|
234 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
250 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
235 | #define TOOL 84 /* a tool for building objects */ |
251 | #define TOOL 84 /* a tool for building objects */ |
236 | #define SPELLBOOK 85 |
252 | #define SPELLBOOK 85 |
237 | #define BUILDFAC 86 /* facilities for building objects */ |
253 | #define BUILDFAC 86 /* facilities for building objects */ |
238 | #define CLOAK 87 |
254 | #define CLOAK 87 |
239 | |
255 | |
240 | /*#define CONE 88 */ |
256 | /*#define CONE 88 */ |
|
|
257 | /*#define AURA 89 */ /* aura spell object */ |
241 | |
258 | |
242 | /*#define AURA 89 *//* aura spell object */ |
|
|
243 | |
|
|
244 | #define SPINNER 90 |
259 | #define SPINNER 90 |
245 | #define GATE 91 |
260 | #define GATE 91 |
246 | #define BUTTON 92 |
261 | #define BUTTON 92 |
247 | #define CF_HANDLE 93 |
262 | #define CF_HANDLE 93 |
248 | #define HOLE 94 |
263 | #define HOLE 94 |
249 | #define TRAPDOOR 95 |
264 | #define TRAPDOOR 95 |
250 | |
265 | |
251 | /*#define WORD_OF_RECALL 96 */ |
266 | /*#define WORD_OF_RECALL 96 */ |
252 | |
|
|
253 | /*#define PARAIMAGE 97 */ |
267 | /*#define PARAIMAGE 97 */ |
254 | #define SIGN 98 |
268 | |
255 | #define BOOTS 99 |
269 | #define SIGN 98 |
|
|
270 | #define BOOTS 99 |
256 | #define GLOVES 100 |
271 | #define GLOVES 100 |
257 | #define SPELL 101 |
272 | #define SPELL 101 |
258 | #define SPELL_EFFECT 102 |
273 | #define SPELL_EFFECT 102 |
259 | #define CONVERTER 103 |
274 | #define CONVERTER 103 |
260 | #define BRACERS 104 |
275 | #define BRACERS 104 |
261 | #define POISONING 105 |
276 | #define POISONING 105 |
262 | #define SAVEBED 106 |
277 | #define SAVEBED 106 |
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278 | |
263 | #define POISONCLOUD 107 |
279 | // #define POISONCLOUD 107 |
264 | #define FIREHOLES 108 |
280 | // #define FIREHOLES 108 |
265 | #define WAND 109 |
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266 | |
281 | |
267 | /*#define ABILITY 110*/ |
282 | #define WAND 109 |
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283 | |
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284 | /*#define ABILITY 110*/ |
268 | #define SCROLL 111 |
285 | #define SCROLL 111 |
269 | #define DIRECTOR 112 |
286 | #define DIRECTOR 112 |
270 | #define GIRDLE 113 |
287 | #define GIRDLE 113 |
271 | #define FORCE 114 |
288 | #define FORCE 114 |
272 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
289 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
273 | #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ |
290 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
|
|
291 | |
274 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
292 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
275 | #define CONTAINER 122 |
293 | #define CONTAINER 122 |
276 | #define ARMOUR_IMPROVER 123 |
294 | #define ARMOUR_IMPROVER 123 |
277 | #define WEAPON_IMPROVER 124 |
295 | #define WEAPON_IMPROVER 124 |
278 | |
296 | |
279 | /* unused: 125 - 129 |
297 | /* unused: 125 - 129 |
280 | * type 125 was MONEY_CHANGER |
298 | * type 125 was MONEY_CHANGER |
281 | */ |
299 | */ |
|
|
300 | |
282 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
301 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
283 | #define DEEP_SWAMP 138 |
302 | #define DEEP_SWAMP 138 |
284 | #define IDENTIFY_ALTAR 139 |
303 | #define IDENTIFY_ALTAR 139 |
285 | |
304 | |
286 | /*#define CANCELLATION 141*//* not used with new spell code */ |
305 | /*#define CANCELLATION 141 */ /* not used with new spell code */ |
|
|
306 | |
287 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
307 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
288 | |
308 | |
289 | /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ |
309 | /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
290 | |
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|
291 | /*#define SWARM_SPELL 153*/ |
310 | /*#define SWARM_SPELL 153*/ |
292 | #define RUNE 154 |
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|
293 | #define TRAP 155 |
|
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294 | |
311 | |
|
|
312 | #define RUNE 154 |
|
|
313 | #define TRAP 155 |
|
|
314 | |
295 | #define POWER_CRYSTAL 156 |
315 | #define POWER_CRYSTAL 156 |
296 | #define CORPSE 157 |
316 | #define CORPSE 157 |
297 | |
317 | |
298 | #define DISEASE 158 |
318 | #define DISEASE 158 |
299 | #define SYMPTOM 159 |
319 | #define SYMPTOM 159 |
300 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
320 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
301 | #define MATERIAL 161/* Material for building */ |
321 | #define MATERIAL 161 /* Material for building */ |
302 | |
322 | |
303 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
323 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
304 | #define ITEM_TRANSFORMER 163/* Transforming one item with another */ |
324 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
|
|
325 | |
305 | #define QUEST 164/* See below for subtypes */ |
326 | /*#define QUEST 164 */ /* See below for subtypes */ |
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327 | |
306 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
328 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
307 | potions, alchemy, or magic works here (elmex) */ |
329 | potions, alchemy, or magic works here (elmex) */ |
308 | |
330 | |
309 | /* END TYPE DEFINE */ |
331 | /* END TYPE DEFINE */ |
310 | |
332 | |
311 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
333 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
312 | |
334 | |
… | |
… | |
397 | #define SIZEOFFREE2 24 |
419 | #define SIZEOFFREE2 24 |
398 | #define SIZEOFFREE 49 |
420 | #define SIZEOFFREE 49 |
399 | |
421 | |
400 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
422 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
401 | |
423 | |
402 | /* Flag structure now changed. |
424 | /* |
403 | * Each flag is now a bit offset, starting at zero. The macros |
|
|
404 | * will update/read the appropriate flag element in the object |
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405 | * structure. |
|
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406 | * |
|
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407 | * Hopefully, since these offsets are integer constants set at run time, |
|
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408 | * the compiler will reduce the macros something as simple as the |
|
|
409 | * old system was. |
|
|
410 | * |
|
|
411 | * Flags now have FLAG as the prefix. This to be clearer, and also |
|
|
412 | * to make sure F_ names are not still being used anyplace. |
|
|
413 | * |
|
|
414 | * The macros below assume that the flag size for each element is 32 |
|
|
415 | * bits. IF it is smaller, bad things will happen. See structs.h |
|
|
416 | * for more info. |
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417 | * |
|
|
418 | * All functions should use the macros below. In process of converting |
|
|
419 | * to the new system, I find several files that did not use the previous |
|
|
420 | * macros. |
|
|
421 | * |
|
|
422 | * If any FLAG's are or changed, make sure the flag_names structure in |
425 | * If any FLAG's are added or changed, make sure the flag_names structure in |
423 | * common/loader.l is updated. |
426 | * common/loader.l is updated. |
424 | * |
|
|
425 | * flags[0] is 0 to 31 |
|
|
426 | * flags[1] is 32 to 63 |
|
|
427 | * flags[2] is 64 to 95 |
|
|
428 | * flags[3] is 96 to 127 |
|
|
429 | */ |
427 | */ |
430 | |
428 | |
431 | /* Basic routines to do above */ |
429 | /* Basic routines to do above */ |
432 | #define SET_FLAG(xyz, p) \ |
430 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
433 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
431 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
434 | #define CLEAR_FLAG(xyz, p) \ |
432 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
435 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
|
|
436 | #define QUERY_FLAG(xyz, p) \ |
|
|
437 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
|
|
438 | #define COMPARE_FLAGS(p,q) \ |
|
|
439 | ( \ |
|
|
440 | ((p)->flags[0] == (q)->flags[0]) && \ |
|
|
441 | ((p)->flags[1] == (q)->flags[1]) && \ |
|
|
442 | ((p)->flags[2] == (q)->flags[2]) && \ |
|
|
443 | ((p)->flags[3] == (q)->flags[3]) \ |
|
|
444 | ) |
|
|
445 | |
|
|
446 | /* convenience macros to determine what kind of things we are dealing with */ |
|
|
447 | |
|
|
448 | #define IS_WEAPON(op) \ |
|
|
449 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
|
|
450 | |
|
|
451 | #define IS_ARMOR(op) \ |
|
|
452 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
|
|
453 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
|
|
454 | op->type == BRACERS || op->type == GIRDLE) |
|
|
455 | |
|
|
456 | #define IS_LIVE(op) \ |
|
|
457 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
|
|
458 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
|
|
459 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
|
|
460 | |
|
|
461 | #define IS_ARROW(op) \ |
|
|
462 | (op->type==ARROW || \ |
|
|
463 | (op->type==SPELL_EFFECT && \ |
|
|
464 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
|
|
465 | |
|
|
466 | /* This return TRUE if object has still randomitems which |
|
|
467 | * could be expanded. |
|
|
468 | */ |
|
|
469 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
|
|
470 | |
433 | |
471 | /* the flags */ |
434 | /* the flags */ |
472 | |
435 | |
473 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
436 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
474 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
437 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
… | |
… | |
495 | |
458 | |
496 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
459 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
497 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
460 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
498 | #define FLAG_AUTO_APPLY 18 |
461 | #define FLAG_AUTO_APPLY 18 |
499 | /* Will be applied when created */ |
462 | /* Will be applied when created */ |
500 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
463 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
501 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
464 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
502 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
465 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
503 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
466 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
504 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
467 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
505 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
468 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
1032 | * |
995 | * |
1033 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
996 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
1034 | * here. |
997 | * here. |
1035 | */ |
998 | */ |
1036 | |
999 | |
1037 | #ifdef HAVE_SRANDOM |
|
|
1038 | # define RANDOM() random() |
1000 | #define RANDOM() random() |
1039 | # define SRANDOM(xyz) srandom(xyz) |
1001 | #define SRANDOM(xyz) srandom(xyz) |
1040 | #else |
|
|
1041 | # ifdef HAVE_SRAND48 |
|
|
1042 | # define RANDOM() lrand48() |
|
|
1043 | # define SRANDOM(xyz) srand48(xyz) |
|
|
1044 | # else |
|
|
1045 | # ifdef HAVE_SRAND |
|
|
1046 | # define RANDOM() rand() |
|
|
1047 | # define SRANDOM(xyz) srand(xyz) |
|
|
1048 | # else |
|
|
1049 | # error "Could not find a usable random routine" |
|
|
1050 | # endif |
|
|
1051 | # endif |
|
|
1052 | #endif |
|
|
1053 | |
1002 | |
1054 | /* Returns the weight of the given object. Note: it does not take the number of |
1003 | /* Returns the weight of the given object. Note: it does not take the number of |
1055 | * items (nrof) into account. |
1004 | * items (nrof) into account. |
1056 | */ |
1005 | */ |
1057 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
1006 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |