1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
26 | |
26 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
27 | * around, this file should be better split between them - things |
28 | * around, this file should be better split between them - things |
… | |
… | |
55 | |
56 | |
56 | #ifdef __NetBSD__ |
57 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
58 | # include <sys/param.h> |
58 | #endif |
59 | #endif |
59 | #ifndef MIN |
60 | #ifndef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
61 | # define MIN(x,y) min (x, y) |
61 | #endif |
62 | #endif |
62 | #ifndef MAX |
63 | #ifndef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
64 | # define MAX(x,y) max (x, y) |
64 | #endif |
65 | #endif |
65 | |
66 | |
66 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
67 | #ifndef NAME_MAX |
68 | #ifndef NAME_MAX |
68 | # define NAME_MAX 255 |
69 | # define NAME_MAX 255 |
… | |
… | |
421 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * common/loader.l is updated. |
423 | * common/loader.l is updated. |
423 | */ |
424 | */ |
424 | |
425 | |
425 | /* Basic routines to do above */ |
426 | /* Basic routines to do above */ |
426 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
427 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
427 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
428 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
428 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
429 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
429 | |
430 | |
430 | /* the flags */ |
431 | /* the flags */ |
431 | |
432 | |
432 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
… | |
… | |
439 | #define FLAG_USE_SHIELD 7 |
440 | #define FLAG_USE_SHIELD 7 |
440 | /* Can this creature use a shield? */ |
441 | /* Can this creature use a shield? */ |
441 | |
442 | |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
444 | |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | |
|
|
446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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|
447 | |
447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | |
449 | |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
450 | /*#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) */ |
451 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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|
452 | |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
455 | |
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. */ |
… | |
… | |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | |
466 | |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 | /*#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 */ |
468 | /*#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 */ |
469 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
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|
470 | |
471 | #define FLAG_IS_USED_UP 28 |
471 | #define FLAG_IS_USED_UP 28 |
472 | /* When (--food<0) the object will exit */ |
472 | /* When (--food<0) the object will exit */ |
473 | #define FLAG_IDENTIFIED 29 |
473 | #define FLAG_IDENTIFIED 29 |
474 | /* Player knows full info about item */ |
474 | /* Player knows full info about item */ |
475 | #define FLAG_REFLECTING 30 |
475 | #define FLAG_REFLECTING 30 |
476 | /* Object reflects from walls (lightning) */ |
476 | /* Object reflects from walls (lightning) */ |
477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
478 | |
478 | |
479 | /* Start of values in flags[1] */ |
|
|
480 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
479 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
481 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
480 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
482 | #define FLAG_STARTEQUIP 34 |
481 | #define FLAG_STARTEQUIP 34 |
483 | /* Object was given to player at start */ |
482 | /* Object was given to player at start */ |
484 | #define FLAG_BLOCKSVIEW 35 |
483 | #define FLAG_BLOCKSVIEW 35 |
… | |
… | |
495 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
494 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
496 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
495 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
497 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
496 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
498 | but can still attack at a distance */ |
497 | but can still attack at a distance */ |
499 | |
498 | |
500 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
499 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
501 | thru this object as if it wasn't there */ |
500 | thru this object as if it wasn't there */ |
502 | |
501 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
503 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
|
|
504 | |
502 | |
505 | #define FLAG_PICK_UP 48 /* Can pick up */ |
503 | #define FLAG_PICK_UP 48 /* Can pick up */ |
506 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
504 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
507 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
505 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
508 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
506 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
… | |
… | |
522 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
520 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
523 | #define FLAG_XRAYS 61 /* X-ray vision */ |
521 | #define FLAG_XRAYS 61 /* X-ray vision */ |
524 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
522 | #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 */ |
523 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
526 | |
524 | |
527 | /* Start of values in flags[2] */ |
|
|
528 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
525 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
529 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
526 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
530 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
527 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
531 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
528 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
532 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
529 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
561 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
558 | #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) */ |
559 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
563 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
560 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
564 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
561 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
565 | |
562 | |
566 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
563 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
567 | |
564 | |
568 | /* Start of values in flags[3] */ |
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|
569 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
565 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
570 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
566 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
571 | * away (replaces ghosthit) |
567 | * away (replaces ghosthit) |
572 | */ |
568 | */ |
573 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
569 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
580 | object */ |
576 | object */ |
581 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
577 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
578 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
579 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
580 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | * load_original_map() */ |
581 | * load_original_map() */ |
586 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
582 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | * the overlay, and is not subject to |
583 | * the overlay, and is not subject to |
588 | * decay. */ |
584 | * decay. */ |
589 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
585 | #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' */ |
586 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_IS_WATER 107 |
587 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_CONTENT_ON_GEN 108 |
588 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
589 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
594 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
590 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_AFK 111 /* Player is AFK */ |
591 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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|
592 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
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|
593 | |
596 | #define NUM_FLAGS 111 /* Should always be equal to the last |
594 | #define NUM_FLAGS 113 /* Should always be equal to the last |
597 | * defined flag. If you change this, |
595 | * defined flag + 1. If you change this, |
598 | * make sure you update the flag_links |
596 | * make sure you update the flag_links |
599 | * in common/loader.l |
597 | * in common/loader.l |
600 | */ |
598 | */ |
601 | |
599 | |
602 | /* Values can go up to 127 before the size of the flags array in the |
600 | /* Values can go up to 127 before the size of the flags array in the |
603 | * object structure needs to be enlarged. |
601 | * object structure needs to be enlarged. |
604 | * So there are 18 available flags slots |
602 | * So there are 18 available flags slots |
605 | */ |
603 | */ |
606 | |
604 | |
607 | |
|
|
608 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
605 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
609 | |
|
|
610 | #if 0 |
|
|
611 | |
|
|
612 | /* These should no longer be needed - access move_slow_penalty |
|
|
613 | * directly. |
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|
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 | |
606 | |
619 | /* If you add new movement types, you may need to update |
607 | /* If you add new movement types, you may need to update |
620 | * describe_item() so properly describe those types. |
608 | * describe_item() so properly describe those types. |
621 | * change_abil() probably should be updated also. |
609 | * change_abil() probably should be updated also. |
622 | */ |
610 | */ |
… | |
… | |
657 | * Add check - if type is 0, don't stop anything from moving |
645 | * Add check - if type is 0, don't stop anything from moving |
658 | * onto it. |
646 | * onto it. |
659 | * |
647 | * |
660 | */ |
648 | */ |
661 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
649 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
662 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
650 | ((type) && (ob1->move_type & type) == ob1->move_type) |
663 | |
651 | |
664 | |
652 | |
665 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
653 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
666 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
654 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
667 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
655 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
694 | #define EXIT_Y(xyz) (xyz)->stats.sp |
682 | #define EXIT_Y(xyz) (xyz)->stats.sp |
695 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
683 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
696 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
684 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
697 | |
685 | |
698 | /* for use by the lighting code */ |
686 | /* for use by the lighting code */ |
699 | #define MAX_LIGHT_RADII 4 |
687 | #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 |
688 | * large values allow objects that can |
702 | * slow down the game */ |
689 | * slow down the game */ |
703 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
690 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
704 | * practical reason to exceed this */ |
691 | * practical reason to exceed this */ |
705 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
692 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
731 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
718 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
732 | #define FIRE_DIRECTIONAL 0 |
719 | #define FIRE_DIRECTIONAL 0 |
733 | #define FIRE_POSITIONAL 1 |
720 | #define FIRE_POSITIONAL 1 |
734 | |
721 | |
735 | /******************************************************************************/ |
722 | /******************************************************************************/ |
736 | |
|
|
737 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
723 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
738 | |
|
|
739 | /******************************************************************************/ |
724 | /******************************************************************************/ |
740 | |
|
|
741 | /* if your monsters start acting wierd, mail me */ |
725 | /* if your monsters start acting wierd, mail me */ |
742 | |
|
|
743 | /******************************************************************************/ |
726 | /******************************************************************************/ |
744 | |
|
|
745 | /* the following definitions are for the attack_movement variable in monsters */ |
727 | /* 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*/ |
728 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
748 | |
|
|
749 | /* set to zero */ |
729 | /* set to zero */ |
750 | |
|
|
751 | /* the standard mode of movement from previous versions of crossfire will be */ |
730 | /* 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*/ |
731 | /* 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. */ |
732 | /* 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*/ |
733 | /* 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 */ |
734 | /* ment numbers example a monster that moves in a circle until attacked and */ |
760 | |
|
|
761 | /* then attacks from a distance: */ |
735 | /* then attacks from a distance: */ |
762 | |
|
|
763 | /* CIRCLE1 = 32 */ |
736 | /* CIRCLE1 = 32 */ |
764 | |
|
|
765 | /* + DISTATT = 1 */ |
737 | /* + DISTATT = 1 */ |
766 | |
|
|
767 | /* ------------------- */ |
738 | /* ------------------- */ |
768 | |
|
|
769 | /* attack_movement = 33 */ |
739 | /* attack_movement = 33 */ |
770 | |
|
|
771 | /******************************************************************************/ |
740 | /******************************************************************************/ |
772 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
741 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
773 | /* attack from a distance - good for missile users only */ |
742 | /* attack from a distance - good for missile users only */ |
774 | #define RUNATT 2 /* run but attack if player catches up to object */ |
743 | #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 */ |
744 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
809 | /* changing directions */ |
778 | /* changing directions */ |
810 | /* this is VERTICAL movement */ |
779 | /* this is VERTICAL movement */ |
811 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
780 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
812 | #define HI4 240 |
781 | #define HI4 240 |
813 | |
782 | |
814 | #define BLANK_FACE_NAME "blank.111" |
783 | #define BLANK_FACE_NAME "blank.x11" |
815 | #define EMPTY_FACE_NAME "empty.111" |
784 | #define EMPTY_FACE_NAME "empty.x11" |
816 | #define DARK_FACE1_NAME "dark1.111" |
785 | #define DARK_FACE1_NAME "dark1.x11" |
817 | #define DARK_FACE2_NAME "dark2.111" |
786 | #define DARK_FACE2_NAME "dark2.x11" |
818 | #define DARK_FACE3_NAME "dark3.111" |
787 | #define DARK_FACE3_NAME "dark3.x11" |
819 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
788 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
820 | |
789 | |
821 | /* |
790 | /* |
822 | * Defines for the luck/random functions to make things more readable |
791 | * Defines for the luck/random functions to make things more readable |
823 | */ |
792 | */ |
… | |
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962 | #define CAN_APPLY_UNAPPLY 0x10 |
931 | #define CAN_APPLY_UNAPPLY 0x10 |
963 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
932 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
964 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
933 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
965 | |
934 | |
966 | /* Cut off point of when an object is put on the active list or not */ |
935 | /* Cut off point of when an object is put on the active list or not */ |
967 | #define MIN_ACTIVE_SPEED 0.00001 |
936 | #define MIN_ACTIVE_SPEED 1e-5 |
968 | |
937 | |
969 | /* |
938 | /* |
970 | * random() is much better than rand(). If you have random(), use it instead. |
939 | * random() is much better than rand(). If you have random(), use it instead. |
971 | * You shouldn't need to change any of this |
940 | * You shouldn't need to change any of this |
972 | * |
941 | * |
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976 | * |
945 | * |
977 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
946 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
978 | * here. |
947 | * here. |
979 | */ |
948 | */ |
980 | |
949 | |
981 | #define RANDOM() random() |
950 | #define RANDOM() (rndm.next () & 0x7fffffffU) |
982 | #define SRANDOM(xyz) srandom(xyz) |
951 | #define SRANDOM(xyz) //TODO, get rid of |
983 | |
952 | |
984 | /* Returns the weight of the given object. Note: it does not take the number of |
953 | /* Returns the weight of the given object. Note: it does not take the number of |
985 | * items (nrof) into account. |
954 | * items (nrof) into account. |
986 | */ |
955 | */ |
987 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
956 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
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1001 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
970 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1002 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
971 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1003 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
972 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1004 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
973 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1005 | |
974 | |
1006 | /* You may uncomment following define to check sanity of code. |
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1007 | * But use as debug only (loses all speed gained by those macros) |
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1008 | */ |
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1009 | |
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1010 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
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1011 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
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1013 | |
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1014 | |
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1015 | |
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1016 | |
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1017 | |
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1018 | |
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1019 | /* |
975 | /* |
1020 | * Warning! |
976 | * Warning! |
1021 | * If you add message types here, don't forget |
977 | * If you add message types here, don't forget |
1022 | * to keep the client up to date too! |
978 | * to keep the client up to date too! |
1023 | */ |
979 | */ |
1024 | |
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1025 | |
980 | |
1026 | /* message types */ |
981 | /* message types */ |
1027 | #define MSG_TYPE_BOOK 1 |
982 | #define MSG_TYPE_BOOK 1 |
1028 | #define MSG_TYPE_CARD 2 |
983 | #define MSG_TYPE_CARD 2 |
1029 | #define MSG_TYPE_PAPER 3 |
984 | #define MSG_TYPE_PAPER 3 |