1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
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32 | */ |
32 | */ |
33 | |
33 | |
34 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
35 | #define DEFINE_H |
36 | |
36 | |
37 | /* |
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38 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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39 | * Thus the prototypes made by cextract don't get included correctly. |
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40 | */ |
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41 | #if !defined(__STDC__) |
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42 | |
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43 | /* Removed # from start of following line. makedepend was picking it up. |
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44 | * The following should still hopefully result in an error. |
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45 | */ |
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46 | error - Your ANSI C compiler should be defining __STDC__; |
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47 | #endif |
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48 | |
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49 | #include <autoconf.h> |
37 | #include <autoconf.h> |
50 | |
38 | |
51 | #define FONTDIR "" |
39 | #define FONTDIR "" |
52 | #define FONTNAME "" |
40 | #define FONTNAME "" |
53 | |
41 | |
54 | /* Decstations have trouble with fabs()... */ |
42 | /* Decstations have trouble with fabs()... */ |
55 | #define FABS(x) ((x)<0?-(x):(x)) |
43 | #define FABS(x) fabs (x) |
56 | |
44 | |
57 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
46 | # include <sys/param.h> |
59 | #endif |
47 | #endif |
60 | #ifndef MIN |
48 | #ifndef MIN |
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94 | |
82 | |
95 | #define MAX_NAME 48 |
83 | #define MAX_NAME 48 |
96 | #define MAX_EXT_TITLE 98 |
84 | #define MAX_EXT_TITLE 98 |
97 | |
85 | |
98 | /* Fatal variables: */ |
86 | /* Fatal variables: */ |
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87 | //TODO: remove all calls to fatal and replace them by cleanup |
99 | #define OUT_OF_MEMORY 0 |
88 | #define OUT_OF_MEMORY 0 |
100 | #define MAP_ERROR 1 |
89 | #define MAP_ERROR 1 |
101 | #define ARCHTABLE_TOO_SMALL 2 |
90 | #define ARCHTABLE_TOO_SMALL 2 // unused |
102 | #define TOO_MANY_ERRORS 3 |
91 | #define TOO_MANY_ERRORS 3 |
103 | |
92 | |
104 | /* TYPE DEFINES */ |
93 | /* TYPE DEFINES */ |
105 | |
94 | |
106 | /* Only add new values to this list if somewhere in the program code, |
95 | /* Only add new values to this list if somewhere in the program code, |
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296 | * misc_object, monster, and spawn_generator |
285 | * misc_object, monster, and spawn_generator |
297 | * types are not used in any archetypes, |
286 | * types are not used in any archetypes, |
298 | * and should perhaps be removed. |
287 | * and should perhaps be removed. |
299 | * |
288 | * |
300 | * Wed Dec 20 13:35:24 CET 2006: |
289 | * Wed Dec 20 13:35:24 CET 2006: |
301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
290 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
303 | * renamed WALL to BUILDABLE_WALL. |
292 | * renamed WALL to BUILDABLE_WALL. |
304 | */ |
293 | */ |
305 | |
294 | |
306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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455 | |
444 | |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
458 | #define FLAG_AUTO_APPLY 18 |
447 | #define FLAG_AUTO_APPLY 18 |
459 | /* Will be applied when created */ |
448 | /* Will be applied when created */ |
460 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
449 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
461 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
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515 | /* (Monster) can wear armour/shield/helmet */ |
504 | /* (Monster) can wear armour/shield/helmet */ |
516 | #define FLAG_USE_WEAPON 57 |
505 | #define FLAG_USE_WEAPON 57 |
517 | /* (Monster) can wield weapons */ |
506 | /* (Monster) can wield weapons */ |
518 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
519 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
508 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
520 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
509 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
521 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
522 | #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 */ |
523 | #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 */ |
524 | |
513 | |
525 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
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542 | |
531 | |
543 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
544 | #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 */ |
545 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
546 | |
535 | |
547 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
548 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
549 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 |
550 | /* (Item) gives invisibility when applied */ |
539 | /* (Item) gives invisibility when applied */ |
551 | #define FLAG_INV_LOCKED 86 |
540 | #define FLAG_INV_LOCKED 86 |
552 | /* Item will not be dropped from inventory */ |
541 | /* Item will not be dropped from inventory */ |
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587 | #define FLAG_IS_WATER 107 |
576 | #define FLAG_IS_WATER 107 |
588 | #define FLAG_CONTENT_ON_GEN 108 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
589 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
578 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
590 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
579 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
591 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
580 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
592 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
581 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
593 | |
582 | |
594 | #define NUM_FLAGS 113 /* Should always be equal to the last |
583 | #define NUM_FLAGS 113 /* Should always be equal to the last |
595 | * defined flag + 1. If you change this, |
584 | * defined flag + 1. If you change this, |
596 | * make sure you update the flag_links |
585 | * make sure you update the flag_links |
597 | * in common/loader.l |
586 | * in common/loader.l |
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606 | |
595 | |
607 | /* If you add new movement types, you may need to update |
596 | /* If you add new movement types, you may need to update |
608 | * describe_item() so properly describe those types. |
597 | * describe_item() so properly describe those types. |
609 | * change_abil() probably should be updated also. |
598 | * change_abil() probably should be updated also. |
610 | */ |
599 | */ |
611 | #define MOVE_WALK 0x1 /* Object walks */ |
600 | #define MOVE_WALK 0x01 /* Object walks */ |
612 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
601 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
613 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
602 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
614 | #define MOVE_FLYING 0x6 |
603 | #define MOVE_FLYING 0x06 |
615 | /* Combo of fly_low and fly_high */ |
604 | /* Combo of fly_low and fly_high */ |
616 | #define MOVE_SWIM 0x8 /* Swimming object */ |
605 | #define MOVE_SWIM 0x08 /* Swimming object */ |
617 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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607 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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608 | |
618 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
609 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
619 | |
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620 | /* the normal assumption is that objects are walking/flying. |
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621 | * So often we don't want to block movement, but still don't want |
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622 | * to allow all types (swimming is rather specialized) - I also |
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623 | * expect as more movement types show up, this is likely to get |
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624 | * updated. Basically, this is the default for spaces that allow |
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625 | * movement - anything but swimming right now. If you really |
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626 | * want nothing at all, then can always set move_block to 0 |
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627 | */ |
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628 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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629 | |
610 | |
630 | /* typdef here to define type large enough to hold bitmask of |
611 | /* typdef here to define type large enough to hold bitmask of |
631 | * all movement types. Make one declaration so easy to update. |
612 | * all movement types. Make one declaration so easy to update. |
632 | * uint8 is defined yet, so just use what that would define it |
613 | * uint8 is defined yet, so just use what that would define it |
633 | * at anyways. |
614 | * at anyways. |
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780 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
761 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
781 | #define HI4 240 |
762 | #define HI4 240 |
782 | |
763 | |
783 | #define BLANK_FACE_NAME "blank.x11" |
764 | #define BLANK_FACE_NAME "blank.x11" |
784 | #define EMPTY_FACE_NAME "empty.x11" |
765 | #define EMPTY_FACE_NAME "empty.x11" |
785 | #define DARK_FACE1_NAME "dark1.x11" |
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786 | #define DARK_FACE2_NAME "dark2.x11" |
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787 | #define DARK_FACE3_NAME "dark3.x11" |
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788 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
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789 | |
766 | |
790 | /* |
767 | /* |
791 | * Defines for the luck/random functions to make things more readable |
768 | * Defines for the luck/random functions to make things more readable |
792 | */ |
769 | */ |
793 | |
770 | |
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933 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
910 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
934 | |
911 | |
935 | /* Cut off point of when an object is put on the active list or not */ |
912 | /* Cut off point of when an object is put on the active list or not */ |
936 | #define MIN_ACTIVE_SPEED 1e-5 |
913 | #define MIN_ACTIVE_SPEED 1e-5 |
937 | |
914 | |
938 | /* |
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939 | * random() is much better than rand(). If you have random(), use it instead. |
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940 | * You shouldn't need to change any of this |
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941 | * |
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942 | * 0.93.3: It looks like linux has random (previously, it was set below |
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943 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
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944 | * problems, add || defined(__linux__) the #if immediately below. |
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945 | * |
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946 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
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947 | * here. |
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948 | */ |
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949 | |
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950 | #define RANDOM() (rndm.next () & 0x7fffffffU) |
915 | #define RANDOM() (rndm.next () & 0xffffffU) |
951 | #define SRANDOM(xyz) //TODO, get rid of |
916 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
952 | |
917 | |
953 | /* Returns the weight of the given object. Note: it does not take the number of |
918 | /* Returns the weight of the given object. Note: it does not take the number of |
954 | * items (nrof) into account. |
919 | * items (nrof) into account. |
955 | */ |
920 | */ |
956 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
921 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |