1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | 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> |
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 |
27 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
31 | */ |
31 | */ |
32 | |
32 | |
33 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
34 | #define DEFINE_H |
35 | |
35 | |
36 | /* |
|
|
37 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
|
|
38 | * Thus the prototypes made by cextract don't get included correctly. |
|
|
39 | */ |
|
|
40 | #if !defined(__STDC__) |
|
|
41 | |
|
|
42 | /* Removed # from start of following line. makedepend was picking it up. |
|
|
43 | * The following should still hopefully result in an error. |
|
|
44 | */ |
|
|
45 | error - Your ANSI C compiler should be defining __STDC__; |
|
|
46 | #endif |
|
|
47 | |
|
|
48 | #include <autoconf.h> |
36 | #include <autoconf.h> |
49 | |
37 | |
50 | #define FONTDIR "" |
38 | #define FONTDIR "" |
51 | #define FONTNAME "" |
39 | #define FONTNAME "" |
52 | |
40 | |
53 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
54 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
55 | |
43 | |
56 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
45 | # include <sys/param.h> |
58 | #endif |
46 | #endif |
59 | #ifndef MIN |
47 | #ifndef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
48 | # define MIN(x,y) min (x, y) |
61 | #endif |
49 | #endif |
62 | #ifndef MAX |
50 | #ifndef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
51 | # define MAX(x,y) max (x, y) |
64 | #endif |
52 | #endif |
65 | |
53 | |
66 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
67 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
68 | # define NAME_MAX 255 |
|
|
69 | #endif |
|
|
70 | |
56 | |
71 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
72 | #ifndef MAX3 |
58 | #ifndef MAX3 |
73 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
74 | #endif |
60 | #endif |
… | |
… | |
79 | #endif |
65 | #endif |
80 | |
66 | |
81 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
82 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
83 | |
69 | |
|
|
70 | //TODO: not only use more reasonable values, also enforce them |
|
|
71 | #define MIN_WC -120 |
|
|
72 | #define MAX_WC 120 |
|
|
73 | #define MIN_AC -120 |
|
|
74 | #define MAX_AC 120 |
|
|
75 | #define MIN_DAM 0 |
|
|
76 | #define MAX_DAM 200 |
|
|
77 | #define MIN_DIGESTION -35 |
|
|
78 | #define MAX_DIGESTION 70 |
|
|
79 | |
84 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
85 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
86 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
87 | #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 */ |
88 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
89 | |
85 | |
90 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
91 | |
87 | |
92 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
93 | |
89 | |
94 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
95 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
96 | |
92 | |
97 | /* Fatal variables: */ |
93 | /* Fatal variables: */ |
|
|
94 | //TODO: remove all calls to fatal and replace them by cleanup |
98 | #define OUT_OF_MEMORY 0 |
95 | #define OUT_OF_MEMORY 0 |
99 | #define MAP_ERROR 1 |
96 | #define MAP_ERROR 1 |
100 | #define ARCHTABLE_TOO_SMALL 2 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
101 | #define TOO_MANY_ERRORS 3 |
98 | #define TOO_MANY_ERRORS 3 |
102 | |
99 | |
103 | /* TYPE DEFINES */ |
100 | /* TYPE DEFINES */ |
104 | |
101 | |
105 | /* Only add new values to this list if somewhere in the program code, |
102 | /* Only add new values to this list if somewhere in the program code, |
… | |
… | |
189 | #define GEM 60 |
186 | #define GEM 60 |
190 | |
187 | |
191 | #define FIREWALL 62 |
188 | #define FIREWALL 62 |
192 | #define ANVIL 63 |
189 | #define ANVIL 63 |
193 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
194 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
191 | #define MOOD_FLOOR 65 /* |
195 | * values of last_sp set how to change: |
192 | * values of last_sp set how to change: |
196 | * 0 = furious, all monsters become aggressive |
193 | * 0 = furious, all monsters become aggressive |
197 | * 1 = angry, all but friendly become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
198 | * 2 = calm, all aggressive monsters calm down |
195 | * 2 = calm, all aggressive monsters calm down |
199 | * 3 = sleep, all monsters fall asleep |
196 | * 3 = sleep, all monsters fall asleep |
200 | * 4 = charm, monsters become pets */ |
197 | * 4 = charm, monsters become pets |
|
|
198 | * 5 = destroy monsters |
|
|
199 | * 6 = destroy pets / friendlies |
|
|
200 | */ |
201 | #define EXIT 66 |
201 | #define EXIT 66 |
202 | #define ENCOUNTER 67 |
202 | #define ENCOUNTER 67 |
203 | #define SHOP_FLOOR 68 |
203 | #define SHOP_FLOOR 68 |
204 | #define SHOP_MAT 69 |
204 | #define SHOP_MAT 69 |
205 | #define RING 70 |
205 | #define RING 70 |
… | |
… | |
242 | #define POISONING 105 |
242 | #define POISONING 105 |
243 | #define SAVEBED 106 |
243 | #define SAVEBED 106 |
244 | |
244 | |
245 | #define WAND 109 |
245 | #define WAND 109 |
246 | |
246 | |
|
|
247 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
247 | #define SCROLL 111 |
248 | #define SCROLL 111 |
248 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
249 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
250 | #define FORCE 114 |
251 | #define FORCE 114 |
251 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
… | |
… | |
275 | |
276 | |
276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
277 | |
278 | |
278 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
279 | potions, alchemy, or magic works here (elmex) */ |
280 | potions, alchemy, or magic works here (elmex) */ |
|
|
281 | |
|
|
282 | #define NUM_TYPES 166 // must be max(type) + 1 |
280 | |
283 | |
281 | /* DEAD TYPES: */ |
284 | /* DEAD TYPES: */ |
282 | //#define FBULLET 10 |
285 | //#define FBULLET 10 |
283 | //#define FBALL 11 |
286 | //#define FBALL 11 |
284 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
287 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
… | |
… | |
295 | * misc_object, monster, and spawn_generator |
298 | * misc_object, monster, and spawn_generator |
296 | * types are not used in any archetypes, |
299 | * types are not used in any archetypes, |
297 | * and should perhaps be removed. |
300 | * and should perhaps be removed. |
298 | * |
301 | * |
299 | * Wed Dec 20 13:35:24 CET 2006: |
302 | * Wed Dec 20 13:35:24 CET 2006: |
300 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
303 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
304 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
302 | * renamed WALL to BUILDABLE_WALL. |
305 | * renamed WALL to BUILDABLE_WALL. |
303 | */ |
306 | */ |
304 | |
307 | |
305 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
308 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
… | |
… | |
421 | * If any FLAG's are added or changed, make sure the flag_names structure in |
424 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * common/loader.l is updated. |
425 | * common/loader.l is updated. |
423 | */ |
426 | */ |
424 | |
427 | |
425 | /* Basic routines to do above */ |
428 | /* Basic routines to do above */ |
426 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
429 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
427 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
430 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
428 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
431 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
429 | |
432 | |
430 | /* the flags */ |
433 | /* the flags */ |
431 | |
434 | |
432 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
435 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
436 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
437 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
435 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
438 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
436 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
439 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
437 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
440 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
438 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
441 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
439 | #define FLAG_USE_SHIELD 7 |
442 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
440 | /* Can this creature use a shield? */ |
|
|
441 | |
443 | |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
445 | |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | |
|
|
446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
|
|
448 | |
447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | |
450 | |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
450 | |
|
|
451 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
|
|
453 | |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
|
|
455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_AUTO_APPLY 18 |
458 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
458 | /* Will be applied when created */ |
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
459 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
|
|
460 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
460 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | |
465 | |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 | |
|
|
468 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
467 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
469 | |
|
|
470 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
468 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
471 | #define FLAG_IS_USED_UP 28 |
469 | |
472 | /* When (--food<0) the object will exit */ |
470 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
473 | #define FLAG_IDENTIFIED 29 |
471 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
474 | /* Player knows full info about item */ |
472 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
475 | #define FLAG_REFLECTING 30 |
|
|
476 | /* Object reflects from walls (lightning) */ |
|
|
477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
478 | |
|
|
479 | /* Start of values in flags[1] */ |
|
|
480 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
474 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
481 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
475 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
482 | #define FLAG_STARTEQUIP 34 |
476 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
483 | /* Object was given to player at start */ |
477 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
484 | #define FLAG_BLOCKSVIEW 35 |
|
|
485 | /* Object blocks view */ |
|
|
486 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
478 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
487 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
479 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
488 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
480 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
489 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
481 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
482 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
490 | |
483 | |
491 | #define FLAG_REFL_SPELL 40 |
|
|
492 | /* Spells (some) will reflect from object */ |
|
|
493 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
484 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
494 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
485 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
495 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
486 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
496 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
487 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
497 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
488 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
498 | but can still attack at a distance */ |
489 | but can still attack at a distance */ |
499 | |
490 | |
500 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
491 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
501 | thru this object as if it wasn't there */ |
492 | thru this object as if it wasn't there */ |
502 | |
493 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
503 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
|
|
504 | |
494 | |
505 | #define FLAG_PICK_UP 48 /* Can pick up */ |
495 | #define FLAG_PICK_UP 48 /* Can pick up */ |
506 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
496 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
507 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
497 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
508 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
498 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
509 | #define FLAG_CAST_SPELL 52 |
499 | |
510 | /* (Monster) can learn and cast spells */ |
500 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
511 | #define FLAG_USE_SCROLL 53 |
501 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
512 | /* (Monster) can read scroll */ |
|
|
513 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
502 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
514 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
503 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
515 | |
504 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
516 | #define FLAG_USE_ARMOUR 56 |
505 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
517 | /* (Monster) can wear armour/shield/helmet */ |
|
|
518 | #define FLAG_USE_WEAPON 57 |
|
|
519 | /* (Monster) can wield weapons */ |
|
|
520 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
506 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
521 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
507 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
522 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
508 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
|
|
509 | |
523 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
524 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
525 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
526 | |
513 | |
527 | /* Start of values in flags[2] */ |
|
|
528 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
529 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
515 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
530 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
516 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
531 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
517 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
532 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
518 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
545 | |
531 | |
546 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
547 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
548 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
549 | |
535 | |
550 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
551 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
552 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
553 | /* (Item) gives invisibility when applied */ |
539 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
554 | #define FLAG_INV_LOCKED 86 |
540 | |
555 | /* Item will not be dropped from inventory */ |
|
|
556 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
541 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
557 | |
|
|
558 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
542 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
559 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
543 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
560 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
544 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
561 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
545 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
562 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
546 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
563 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
547 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
564 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
548 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
565 | |
549 | |
566 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
550 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
567 | |
551 | |
568 | /* Start of values in flags[3] */ |
|
|
569 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
552 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
570 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
553 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
571 | * away (replaces ghosthit) |
554 | * away (replaces ghosthit) |
572 | */ |
555 | */ |
573 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
556 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
577 | */ |
560 | */ |
578 | |
561 | |
579 | #define FLAG_BERSERK 99 /* monster will attack closest living |
562 | #define FLAG_BERSERK 99 /* monster will attack closest living |
580 | object */ |
563 | object */ |
581 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
564 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
565 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
583 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
566 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
567 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | * load_original_map() */ |
568 | * load_original_map() */ |
586 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
569 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | * the overlay, and is not subject to |
570 | // * the overlay, and is not subject to |
588 | * decay. */ |
571 | // * decay. */ |
589 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
572 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
590 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
573 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_IS_WATER 107 |
574 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_CONTENT_ON_GEN 108 |
575 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
576 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
594 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
577 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_AFK 111 /* Player is AFK */ |
578 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
|
|
579 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
|
|
580 | |
596 | #define NUM_FLAGS 111 /* Should always be equal to the last |
581 | #define NUM_FLAGS 113 /* Should always be equal to the last |
597 | * defined flag. If you change this, |
582 | * defined flag + 1. If you change this, |
598 | * make sure you update the flag_links |
583 | * make sure you update the flag_links |
599 | * in common/loader.l |
584 | * in common/loader.l |
600 | */ |
585 | */ |
601 | |
|
|
602 | /* Values can go up to 127 before the size of the flags array in the |
|
|
603 | * object structure needs to be enlarged. |
|
|
604 | * So there are 18 available flags slots |
|
|
605 | */ |
|
|
606 | |
|
|
607 | |
|
|
608 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
609 | |
|
|
610 | #if 0 |
|
|
611 | |
|
|
612 | /* These should no longer be needed - access move_slow_penalty |
|
|
613 | * directly. |
|
|
614 | */ |
|
|
615 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
616 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
617 | #endif |
|
|
618 | |
586 | |
619 | /* If you add new movement types, you may need to update |
587 | /* If you add new movement types, you may need to update |
620 | * describe_item() so properly describe those types. |
588 | * describe_item() so properly describe those types. |
621 | * change_abil() probably should be updated also. |
589 | * change_abil() probably should be updated also. |
622 | */ |
590 | */ |
623 | #define MOVE_WALK 0x1 /* Object walks */ |
591 | #define MOVE_WALK 0x01 /* Object walks */ |
624 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
592 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
625 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
593 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
626 | #define MOVE_FLYING 0x6 |
594 | #define MOVE_FLYING 0x06 |
627 | /* Combo of fly_low and fly_high */ |
595 | /* Combo of fly_low and fly_high */ |
628 | #define MOVE_SWIM 0x8 /* Swimming object */ |
596 | #define MOVE_SWIM 0x08 /* Swimming object */ |
629 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
597 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
598 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
599 | |
630 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
600 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
631 | |
|
|
632 | /* the normal assumption is that objects are walking/flying. |
|
|
633 | * So often we don't want to block movement, but still don't want |
|
|
634 | * to allow all types (swimming is rather specialized) - I also |
|
|
635 | * expect as more movement types show up, this is likely to get |
|
|
636 | * updated. Basically, this is the default for spaces that allow |
|
|
637 | * movement - anything but swimming right now. If you really |
|
|
638 | * want nothing at all, then can always set move_block to 0 |
|
|
639 | */ |
|
|
640 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
641 | |
601 | |
642 | /* typdef here to define type large enough to hold bitmask of |
602 | /* typdef here to define type large enough to hold bitmask of |
643 | * all movement types. Make one declaration so easy to update. |
603 | * all movement types. Make one declaration so easy to update. |
644 | * uint8 is defined yet, so just use what that would define it |
|
|
645 | * at anyways. |
|
|
646 | */ |
604 | */ |
647 | typedef unsigned char MoveType; |
605 | typedef unsigned char MoveType; |
648 | |
606 | |
649 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
607 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
650 | * Basically, ob2 has to block all of ob1 movement types. |
608 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
657 | * Add check - if type is 0, don't stop anything from moving |
615 | * Add check - if type is 0, don't stop anything from moving |
658 | * onto it. |
616 | * onto it. |
659 | * |
617 | * |
660 | */ |
618 | */ |
661 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
619 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
662 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
620 | ((type) && (ob1->move_type & type) == ob1->move_type) |
663 | |
|
|
664 | |
621 | |
665 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
622 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
666 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
623 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
667 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
624 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
668 | |
|
|
669 | /* Note: These values are only a default value, resizing can change them */ |
|
|
670 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
671 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
672 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
673 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
674 | |
|
|
675 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
676 | |
|
|
677 | #define E_MONSTER 0x00000001 |
|
|
678 | #define E_EXIT 0x00000002 |
|
|
679 | #define E_TREASURE 0x00000004 |
|
|
680 | #define E_BACKGROUND 0x00000008 |
|
|
681 | #define E_DOOR 0x00000010 |
|
|
682 | #define E_SPECIAL 0x00000020 |
|
|
683 | #define E_SHOP 0x00000040 |
|
|
684 | #define E_NORMAL 0x00000080 |
|
|
685 | #define E_FALSE_WALL 0x00000100 |
|
|
686 | #define E_WALL 0x00000200 |
|
|
687 | #define E_EQUIPMENT 0x00000400 |
|
|
688 | #define E_OTHER 0x00000800 |
|
|
689 | #define E_ARTIFACT 0x00001000 |
|
|
690 | |
625 | |
691 | #define EXIT_PATH(xyz) (xyz)->slaying |
626 | #define EXIT_PATH(xyz) (xyz)->slaying |
692 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
627 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
693 | #define EXIT_X(xyz) (xyz)->stats.hp |
628 | #define EXIT_X(xyz) (xyz)->stats.hp |
694 | #define EXIT_Y(xyz) (xyz)->stats.sp |
629 | #define EXIT_Y(xyz) (xyz)->stats.sp |
695 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
630 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
696 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
631 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
697 | |
632 | |
698 | /* for use by the lighting code */ |
633 | /* for use by the lighting code */ |
699 | #define MAX_LIGHT_RADII 4 |
634 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
700 | /* max radii for 'light' object, really |
|
|
701 | * large values allow objects that can |
635 | * large values allow objects that can |
702 | * slow down the game */ |
636 | * slow down the game */ |
703 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
637 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
704 | * practical reason to exceed this */ |
638 | * practical reason to exceed this */ |
705 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
639 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
715 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
649 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
716 | |
650 | |
717 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
651 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
718 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
652 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
719 | |
653 | |
720 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
721 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
722 | |
|
|
723 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
654 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
724 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
655 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
725 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
656 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
726 | |
657 | |
727 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
658 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
728 | each of them signed char, concatenated in a int16 */ |
659 | each of them signed char, concatenated in a int16 */ |
729 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
660 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
730 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
661 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
731 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
662 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
663 | |
732 | #define FIRE_DIRECTIONAL 0 |
664 | #define FIRE_DIRECTIONAL 0 |
733 | #define FIRE_POSITIONAL 1 |
665 | #define FIRE_POSITIONAL 1 |
734 | |
666 | |
735 | /******************************************************************************/ |
667 | /******************************************************************************/ |
736 | |
|
|
737 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
668 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
738 | |
|
|
739 | /******************************************************************************/ |
669 | /******************************************************************************/ |
740 | |
|
|
741 | /* if your monsters start acting wierd, mail me */ |
670 | /* if your monsters start acting wierd, mail me */ |
742 | |
|
|
743 | /******************************************************************************/ |
671 | /******************************************************************************/ |
744 | |
|
|
745 | /* the following definitions are for the attack_movement variable in monsters */ |
672 | /* the following definitions are for the attack_movement variable in monsters */ |
746 | |
|
|
747 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
673 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
748 | |
|
|
749 | /* set to zero */ |
674 | /* set to zero */ |
750 | |
|
|
751 | /* the standard mode of movement from previous versions of crossfire will be */ |
675 | /* the standard mode of movement from previous versions of crossfire will be */ |
752 | |
|
|
753 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
676 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
754 | |
|
|
755 | /* er has an enemy. these should only be used for non agressive monsters. */ |
677 | /* er has an enemy. these should only be used for non agressive monsters. */ |
756 | |
|
|
757 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
678 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
758 | |
|
|
759 | /* ment numbers example a monster that moves in a circle until attacked and */ |
679 | /* ment numbers example a monster that moves in a circle until attacked and */ |
760 | |
|
|
761 | /* then attacks from a distance: */ |
680 | /* then attacks from a distance: */ |
762 | |
|
|
763 | /* CIRCLE1 = 32 */ |
681 | /* CIRCLE1 = 32 */ |
764 | |
|
|
765 | /* + DISTATT = 1 */ |
682 | /* + DISTATT = 1 */ |
766 | |
|
|
767 | /* ------------------- */ |
683 | /* ------------------- */ |
768 | |
|
|
769 | /* attack_movement = 33 */ |
684 | /* attack_movement = 33 */ |
770 | |
|
|
771 | /******************************************************************************/ |
685 | /******************************************************************************/ |
772 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
686 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
773 | /* attack from a distance - good for missile users only */ |
687 | /* attack from a distance - good for missile users only */ |
774 | #define RUNATT 2 /* run but attack if player catches up to object */ |
688 | #define RUNATT 2 /* run but attack if player catches up to object */ |
775 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
689 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
809 | /* changing directions */ |
723 | /* changing directions */ |
810 | /* this is VERTICAL movement */ |
724 | /* this is VERTICAL movement */ |
811 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
725 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
812 | #define HI4 240 |
726 | #define HI4 240 |
813 | |
727 | |
814 | /* |
|
|
815 | * Use of the state-variable in player objects: |
|
|
816 | */ |
|
|
817 | |
|
|
818 | enum { |
|
|
819 | ST_PLAYING, |
|
|
820 | ST_PLAY_AGAIN, |
|
|
821 | ST_ROLL_STAT, |
|
|
822 | ST_CHANGE_CLASS, |
|
|
823 | ST_CONFIRM_QUIT, |
|
|
824 | ST_CONFIGURE, |
|
|
825 | ST_GET_NAME, |
|
|
826 | ST_GET_PASSWORD, |
|
|
827 | ST_CONFIRM_PASSWORD, |
|
|
828 | ST_GET_PARTY_PASSWORD, |
|
|
829 | ST_CUSTOM, |
|
|
830 | }; |
|
|
831 | |
|
|
832 | #define BLANK_FACE_NAME "blank.111" |
728 | #define BLANK_FACE_NAME "blank.x11" |
833 | #define EMPTY_FACE_NAME "empty.111" |
729 | #define EMPTY_FACE_NAME "empty.x11" |
834 | #define DARK_FACE1_NAME "dark1.111" |
|
|
835 | #define DARK_FACE2_NAME "dark2.111" |
|
|
836 | #define DARK_FACE3_NAME "dark3.111" |
|
|
837 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
838 | |
730 | |
839 | /* |
731 | /* |
840 | * Defines for the luck/random functions to make things more readable |
732 | * Defines for the luck/random functions to make things more readable |
841 | */ |
733 | */ |
842 | |
734 | |
843 | #define PREFER_HIGH 1 |
735 | #define PREFER_HIGH 1 |
844 | #define PREFER_LOW 0 |
736 | #define PREFER_LOW 0 |
845 | |
|
|
846 | /* Simple function we use below to keep adding to the same string |
|
|
847 | * but also make sure we don't overwrite that string. |
|
|
848 | */ |
|
|
849 | static inline void |
|
|
850 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
851 | { |
|
|
852 | if (*curlen == (maxlen - 1)) |
|
|
853 | return; |
|
|
854 | |
|
|
855 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
856 | dest[maxlen - 1] = 0; |
|
|
857 | *curlen += strlen (orig); |
|
|
858 | |
|
|
859 | if (*curlen > (maxlen - 1)) |
|
|
860 | *curlen = maxlen - 1; |
|
|
861 | } |
|
|
862 | |
|
|
863 | |
|
|
864 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
865 | * Ideally, all functions should use the SAFE functions, but they |
|
|
866 | * require some extra support in the calling function to remain as |
|
|
867 | * efficient. |
|
|
868 | */ |
|
|
869 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
870 | if(variable) { \ |
|
|
871 | int i,j=0; \ |
|
|
872 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
873 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
874 | if(variable & (1<<i)) { \ |
|
|
875 | if (j) \ |
|
|
876 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
877 | else \ |
|
|
878 | j = 1; \ |
|
|
879 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
880 | } \ |
|
|
881 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
882 | } |
|
|
883 | |
|
|
884 | |
|
|
885 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
886 | |
|
|
887 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
888 | if(variable) { \ |
|
|
889 | int i,j=0; \ |
|
|
890 | strcat(retbuf,"(" name ": "); \ |
|
|
891 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
892 | if(variable & (1<<i)) { \ |
|
|
893 | if (j) \ |
|
|
894 | strcat(retbuf,", "); \ |
|
|
895 | else \ |
|
|
896 | j = 1; \ |
|
|
897 | strcat(retbuf, attacks[i]); \ |
|
|
898 | } \ |
|
|
899 | strcat(retbuf,")"); \ |
|
|
900 | } |
|
|
901 | |
|
|
902 | |
|
|
903 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
904 | if(variable) { \ |
|
|
905 | int i,j=0; \ |
|
|
906 | strcat(retbuf,"(" name ": "); \ |
|
|
907 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
908 | if(variable & (1<<i)) { \ |
|
|
909 | if (j) \ |
|
|
910 | strcat(retbuf,", "); \ |
|
|
911 | else \ |
|
|
912 | j = 1; \ |
|
|
913 | strcat(retbuf, spellpathnames[i]); \ |
|
|
914 | } \ |
|
|
915 | strcat(retbuf,")"); \ |
|
|
916 | } |
|
|
917 | |
|
|
918 | |
|
|
919 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
920 | if(variable) { \ |
|
|
921 | int i,j=0; \ |
|
|
922 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
923 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
924 | if(variable & (1<<i)) { \ |
|
|
925 | if (j) \ |
|
|
926 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
927 | else \ |
|
|
928 | j = 1; \ |
|
|
929 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
930 | } \ |
|
|
931 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
932 | } |
|
|
933 | |
737 | |
934 | /* Flags for apply_special() */ |
738 | /* Flags for apply_special() */ |
935 | enum apply_flag |
739 | enum apply_flag |
936 | { |
740 | { |
937 | /* Basic flags, always use one of these */ |
741 | /* Basic flags/mode, always use one of these */ |
938 | AP_NULL = 0, |
742 | AP_TOGGLE = 0, |
939 | AP_APPLY = 1, |
743 | AP_APPLY = 1, |
940 | AP_UNAPPLY = 2, |
744 | AP_UNAPPLY = 2, |
941 | |
745 | |
942 | AP_BASIC_FLAGS = 15, |
746 | AP_BASIC_FLAGS = 0x0f, |
943 | |
747 | |
944 | /* Optional flags, for bitwise or with a basic flag */ |
748 | /* Optional flags, for bitwise or with a basic flag */ |
945 | AP_NO_MERGE = 16, |
749 | AP_NO_MERGE = 0x10, |
946 | AP_IGNORE_CURSE = 32, |
750 | AP_IGNORE_CURSE = 0x20, |
947 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
751 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
948 | /* Note this is supported in all the functions */ |
752 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
949 | }; |
753 | }; |
950 | |
754 | |
951 | /* Bitmask values for 'can_apply_object()' return values. |
755 | /* Bitmask values for 'can_apply_object()' return values. |
952 | * the CAN_APPLY_ prefix is to just note what function the |
756 | * the CAN_APPLY_ prefix is to just note what function the |
953 | * are returned from. |
757 | * are returned from. |
… | |
… | |
979 | #define CAN_APPLY_NOT_MASK 0xf |
783 | #define CAN_APPLY_NOT_MASK 0xf |
980 | #define CAN_APPLY_UNAPPLY 0x10 |
784 | #define CAN_APPLY_UNAPPLY 0x10 |
981 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
785 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
982 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
786 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
983 | |
787 | |
984 | /* Cut off point of when an object is put on the active list or not */ |
788 | // Cut off point of when an object is put on the active list or not |
985 | #define MIN_ACTIVE_SPEED 0.00001 |
789 | // we use 2**-n because that can be represented exactly |
|
|
790 | // also make sure that this is a float, not double, constant |
|
|
791 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
986 | |
792 | |
987 | /* |
793 | #define RANDOM() (rndm.next () & 0xffffffU) |
988 | * random() is much better than rand(). If you have random(), use it instead. |
|
|
989 | * You shouldn't need to change any of this |
|
|
990 | * |
|
|
991 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
992 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
993 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
994 | * |
|
|
995 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
996 | * here. |
|
|
997 | */ |
|
|
998 | |
|
|
999 | #define RANDOM() random() |
|
|
1000 | #define SRANDOM(xyz) srandom(xyz) |
|
|
1001 | |
794 | |
1002 | /* Returns the weight of the given object. Note: it does not take the number of |
795 | /* Returns the weight of the given object. Note: it does not take the number of |
1003 | * items (nrof) into account. |
796 | * items (nrof) into account. |
|
|
797 | * (this looks rather bogus, schmorp) |
1004 | */ |
798 | */ |
1005 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
799 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
1006 | |
|
|
1007 | |
|
|
1008 | /* Code fastening defines |
|
|
1009 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
1010 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
1011 | * the '\0' caracter will not be put at end of buf__. |
|
|
1012 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
1013 | * and clean up the string. (Lots faster than doing each time...) |
|
|
1014 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
1015 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
1016 | * kown in advance. |
|
|
1017 | */ |
|
|
1018 | |
|
|
1019 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
1020 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
1021 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
1022 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
1023 | |
|
|
1024 | /* You may uncomment following define to check sanity of code. |
|
|
1025 | * But use as debug only (loses all speed gained by those macros) |
|
|
1026 | */ |
|
|
1027 | |
|
|
1028 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1029 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1030 | |
|
|
1031 | |
|
|
1032 | |
|
|
1033 | |
|
|
1034 | |
|
|
1035 | |
|
|
1036 | |
800 | |
1037 | /* |
801 | /* |
1038 | * Warning! |
802 | * Warning! |
1039 | * If you add message types here, don't forget |
803 | * If you add message types here, don't forget |
1040 | * to keep the client up to date too! |
804 | * to keep the client up to date too! |
1041 | */ |
805 | */ |
1042 | |
|
|
1043 | |
806 | |
1044 | /* message types */ |
807 | /* message types */ |
1045 | #define MSG_TYPE_BOOK 1 |
808 | #define MSG_TYPE_BOOK 1 |
1046 | #define MSG_TYPE_CARD 2 |
809 | #define MSG_TYPE_CARD 2 |
1047 | #define MSG_TYPE_PAPER 3 |
810 | #define MSG_TYPE_PAPER 3 |
… | |
… | |
1126 | |
889 | |
1127 | /* admin messages */ |
890 | /* admin messages */ |
1128 | #define MSG_TYPE_ADMIN_RULES 1 |
891 | #define MSG_TYPE_ADMIN_RULES 1 |
1129 | #define MSG_TYPE_ADMIN_NEWS 2 |
892 | #define MSG_TYPE_ADMIN_NEWS 2 |
1130 | |
893 | |
|
|
894 | /** |
|
|
895 | * Maximum distance a player may hear a sound from. |
|
|
896 | * This is only used for new client/server sound. If the sound source |
|
|
897 | * on the map is farther away than this, we don't sent it to the client. |
|
|
898 | */ |
|
|
899 | #define MAX_SOUND_DISTANCE 16 |
|
|
900 | |
|
|
901 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
902 | #define INFO_CHANNEL "info" // lower_left box |
|
|
903 | #define SAY_CHANNEL "channel-say" |
|
|
904 | #define CHAT_CHANNEL "channel-chat" |
|
|
905 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
906 | |
|
|
907 | /* The following are the color flags passed to new_draw_info. |
|
|
908 | * |
|
|
909 | * We also set up some control flags |
|
|
910 | * |
|
|
911 | * NDI = New Draw Info |
|
|
912 | */ |
|
|
913 | |
|
|
914 | /* Color specifications - note these match the order in xutil.c */ |
|
|
915 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
916 | * be implicitly specified. |
|
|
917 | */ |
|
|
918 | #define NDI_BLACK 0 |
|
|
919 | #define NDI_WHITE 1 |
|
|
920 | #define NDI_NAVY 2 |
|
|
921 | #define NDI_RED 3 |
|
|
922 | #define NDI_ORANGE 4 |
|
|
923 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
924 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
925 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
926 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
927 | /* Than seagreen - also background color */ |
|
|
928 | #define NDI_GREY 9 |
|
|
929 | #define NDI_BROWN 10 /* Sienna */ |
|
|
930 | #define NDI_GOLD 11 |
|
|
931 | #define NDI_TAN 12 /* Khaki */ |
|
|
932 | |
|
|
933 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
934 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
935 | /* using an int anyways, so we have the space */ |
|
|
936 | /* to still do all the flags */ |
|
|
937 | |
|
|
938 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
939 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
940 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
941 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
942 | |
|
|
943 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
944 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
945 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
946 | |
1131 | #endif /* DEFINE_H */ |
947 | #endif /* DEFINE_H */ |
1132 | |
948 | |