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) 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 |
… | |
… | |
31 | */ |
32 | */ |
32 | |
33 | |
33 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
35 | #define DEFINE_H |
35 | |
36 | |
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> |
37 | #include <autoconf.h> |
49 | |
38 | |
50 | #define FONTDIR "" |
39 | #define FONTDIR "" |
51 | #define FONTNAME "" |
40 | #define FONTNAME "" |
52 | |
41 | |
53 | /* Decstations have trouble with fabs()... */ |
42 | /* Decstations have trouble with fabs()... */ |
54 | #define FABS(x) ((x)<0?-(x):(x)) |
43 | #define FABS(x) fabs (x) |
55 | |
44 | |
56 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
46 | # include <sys/param.h> |
58 | #endif |
47 | #endif |
59 | #ifndef MIN |
48 | #ifndef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
49 | # define MIN(x,y) min (x, y) |
61 | #endif |
50 | #endif |
62 | #ifndef MAX |
51 | #ifndef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
52 | # define MAX(x,y) max (x, y) |
64 | #endif |
53 | #endif |
65 | |
54 | |
66 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
67 | #ifndef NAME_MAX |
56 | #ifndef NAME_MAX |
68 | # define NAME_MAX 255 |
57 | # define NAME_MAX 255 |
… | |
… | |
93 | |
82 | |
94 | #define MAX_NAME 48 |
83 | #define MAX_NAME 48 |
95 | #define MAX_EXT_TITLE 98 |
84 | #define MAX_EXT_TITLE 98 |
96 | |
85 | |
97 | /* Fatal variables: */ |
86 | /* Fatal variables: */ |
|
|
87 | //TODO: remove all calls to fatal and replace them by cleanup |
98 | #define OUT_OF_MEMORY 0 |
88 | #define OUT_OF_MEMORY 0 |
99 | #define MAP_ERROR 1 |
89 | #define MAP_ERROR 1 |
100 | #define ARCHTABLE_TOO_SMALL 2 |
90 | #define ARCHTABLE_TOO_SMALL 2 // unused |
101 | #define TOO_MANY_ERRORS 3 |
91 | #define TOO_MANY_ERRORS 3 |
102 | |
92 | |
103 | /* TYPE DEFINES */ |
93 | /* TYPE DEFINES */ |
104 | |
94 | |
105 | /* 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, |
… | |
… | |
295 | * misc_object, monster, and spawn_generator |
285 | * misc_object, monster, and spawn_generator |
296 | * types are not used in any archetypes, |
286 | * types are not used in any archetypes, |
297 | * and should perhaps be removed. |
287 | * and should perhaps be removed. |
298 | * |
288 | * |
299 | * Wed Dec 20 13:35:24 CET 2006: |
289 | * Wed Dec 20 13:35:24 CET 2006: |
300 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
290 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
302 | * renamed WALL to BUILDABLE_WALL. |
292 | * renamed WALL to BUILDABLE_WALL. |
303 | */ |
293 | */ |
304 | |
294 | |
305 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
… | |
… | |
439 | #define FLAG_USE_SHIELD 7 |
429 | #define FLAG_USE_SHIELD 7 |
440 | /* Can this creature use a shield? */ |
430 | /* Can this creature use a shield? */ |
441 | |
431 | |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
432 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
433 | |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
434 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | |
|
|
446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
435 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
|
|
436 | |
447 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
437 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
448 | |
438 | |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
439 | /*#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) */ |
440 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
|
|
441 | |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
442 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
443 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
444 | |
455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
… | |
… | |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | |
455 | |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
456 | /*#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 */ |
457 | /*#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 */ |
458 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
|
|
459 | |
471 | #define FLAG_IS_USED_UP 28 |
460 | #define FLAG_IS_USED_UP 28 |
472 | /* When (--food<0) the object will exit */ |
461 | /* When (--food<0) the object will exit */ |
473 | #define FLAG_IDENTIFIED 29 |
462 | #define FLAG_IDENTIFIED 29 |
474 | /* Player knows full info about item */ |
463 | /* Player knows full info about item */ |
475 | #define FLAG_REFLECTING 30 |
464 | #define FLAG_REFLECTING 30 |
476 | /* Object reflects from walls (lightning) */ |
465 | /* Object reflects from walls (lightning) */ |
477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
466 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
478 | |
467 | |
479 | /* Start of values in flags[1] */ |
|
|
480 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
468 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
481 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
469 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
482 | #define FLAG_STARTEQUIP 34 |
470 | #define FLAG_STARTEQUIP 34 |
483 | /* Object was given to player at start */ |
471 | /* Object was given to player at start */ |
484 | #define FLAG_BLOCKSVIEW 35 |
472 | #define FLAG_BLOCKSVIEW 35 |
… | |
… | |
495 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
483 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
496 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
484 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
497 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
485 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
498 | but can still attack at a distance */ |
486 | but can still attack at a distance */ |
499 | |
487 | |
500 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
488 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
501 | thru this object as if it wasn't there */ |
489 | thru this object as if it wasn't there */ |
502 | |
490 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
503 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
|
|
504 | |
491 | |
505 | #define FLAG_PICK_UP 48 /* Can pick up */ |
492 | #define FLAG_PICK_UP 48 /* Can pick up */ |
506 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
493 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
507 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
494 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
508 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
495 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
… | |
… | |
522 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
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 */ |
… | |
… | |
561 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
547 | #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) */ |
548 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
563 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
549 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
564 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
550 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
565 | |
551 | |
566 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
552 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
567 | |
553 | |
568 | /* Start of values in flags[3] */ |
|
|
569 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
554 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
570 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
555 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
571 | * away (replaces ghosthit) |
556 | * away (replaces ghosthit) |
572 | */ |
557 | */ |
573 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
558 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
580 | object */ |
565 | object */ |
581 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
566 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
567 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
568 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
569 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | * load_original_map() */ |
570 | * load_original_map() */ |
586 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
571 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | * the overlay, and is not subject to |
572 | * the overlay, and is not subject to |
588 | * decay. */ |
573 | * decay. */ |
589 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
574 | #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' */ |
575 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_IS_WATER 107 |
576 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_CONTENT_ON_GEN 108 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #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 */ |
594 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
579 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_AFK 111 /* Player is AFK */ |
580 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
|
|
581 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
|
|
582 | |
596 | #define NUM_FLAGS 111 /* Should always be equal to the last |
583 | #define NUM_FLAGS 113 /* Should always be equal to the last |
597 | * defined flag. If you change this, |
584 | * defined flag + 1. If you change this, |
598 | * make sure you update the flag_links |
585 | * make sure you update the flag_links |
599 | * in common/loader.l |
586 | * in common/loader.l |
600 | */ |
587 | */ |
601 | |
588 | |
602 | /* Values can go up to 127 before the size of the flags array in the |
589 | /* Values can go up to 127 before the size of the flags array in the |
603 | * object structure needs to be enlarged. |
590 | * object structure needs to be enlarged. |
604 | * So there are 18 available flags slots |
591 | * So there are 18 available flags slots |
605 | */ |
592 | */ |
606 | |
593 | |
607 | |
|
|
608 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
594 | #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 | |
595 | |
619 | /* If you add new movement types, you may need to update |
596 | /* If you add new movement types, you may need to update |
620 | * describe_item() so properly describe those types. |
597 | * describe_item() so properly describe those types. |
621 | * change_abil() probably should be updated also. |
598 | * change_abil() probably should be updated also. |
622 | */ |
599 | */ |
623 | #define MOVE_WALK 0x1 /* Object walks */ |
600 | #define MOVE_WALK 0x01 /* Object walks */ |
624 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
601 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
625 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
602 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
626 | #define MOVE_FLYING 0x6 |
603 | #define MOVE_FLYING 0x06 |
627 | /* Combo of fly_low and fly_high */ |
604 | /* Combo of fly_low and fly_high */ |
628 | #define MOVE_SWIM 0x8 /* Swimming object */ |
605 | #define MOVE_SWIM 0x08 /* Swimming object */ |
629 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
607 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
608 | |
630 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
609 | #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 | |
610 | |
642 | /* typdef here to define type large enough to hold bitmask of |
611 | /* typdef here to define type large enough to hold bitmask of |
643 | * all movement types. Make one declaration so easy to update. |
612 | * all movement types. Make one declaration so easy to update. |
644 | * 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 |
645 | * at anyways. |
614 | * at anyways. |
… | |
… | |
657 | * Add check - if type is 0, don't stop anything from moving |
626 | * Add check - if type is 0, don't stop anything from moving |
658 | * onto it. |
627 | * onto it. |
659 | * |
628 | * |
660 | */ |
629 | */ |
661 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
630 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
662 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
631 | ((type) && (ob1->move_type & type) == ob1->move_type) |
663 | |
632 | |
664 | |
633 | |
665 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
634 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
666 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
635 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
667 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
636 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
694 | #define EXIT_Y(xyz) (xyz)->stats.sp |
663 | #define EXIT_Y(xyz) (xyz)->stats.sp |
695 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
664 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
696 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
665 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
697 | |
666 | |
698 | /* for use by the lighting code */ |
667 | /* for use by the lighting code */ |
699 | #define MAX_LIGHT_RADII 4 |
668 | #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 |
669 | * large values allow objects that can |
702 | * slow down the game */ |
670 | * slow down the game */ |
703 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
671 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
704 | * practical reason to exceed this */ |
672 | * practical reason to exceed this */ |
705 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
673 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
731 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
699 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
732 | #define FIRE_DIRECTIONAL 0 |
700 | #define FIRE_DIRECTIONAL 0 |
733 | #define FIRE_POSITIONAL 1 |
701 | #define FIRE_POSITIONAL 1 |
734 | |
702 | |
735 | /******************************************************************************/ |
703 | /******************************************************************************/ |
736 | |
|
|
737 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
704 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
738 | |
|
|
739 | /******************************************************************************/ |
705 | /******************************************************************************/ |
740 | |
|
|
741 | /* if your monsters start acting wierd, mail me */ |
706 | /* if your monsters start acting wierd, mail me */ |
742 | |
|
|
743 | /******************************************************************************/ |
707 | /******************************************************************************/ |
744 | |
|
|
745 | /* the following definitions are for the attack_movement variable in monsters */ |
708 | /* 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*/ |
709 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
748 | |
|
|
749 | /* set to zero */ |
710 | /* set to zero */ |
750 | |
|
|
751 | /* the standard mode of movement from previous versions of crossfire will be */ |
711 | /* 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*/ |
712 | /* 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. */ |
713 | /* 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*/ |
714 | /* 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 */ |
715 | /* ment numbers example a monster that moves in a circle until attacked and */ |
760 | |
|
|
761 | /* then attacks from a distance: */ |
716 | /* then attacks from a distance: */ |
762 | |
|
|
763 | /* CIRCLE1 = 32 */ |
717 | /* CIRCLE1 = 32 */ |
764 | |
|
|
765 | /* + DISTATT = 1 */ |
718 | /* + DISTATT = 1 */ |
766 | |
|
|
767 | /* ------------------- */ |
719 | /* ------------------- */ |
768 | |
|
|
769 | /* attack_movement = 33 */ |
720 | /* attack_movement = 33 */ |
770 | |
|
|
771 | /******************************************************************************/ |
721 | /******************************************************************************/ |
772 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
722 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
773 | /* attack from a distance - good for missile users only */ |
723 | /* attack from a distance - good for missile users only */ |
774 | #define RUNATT 2 /* run but attack if player catches up to object */ |
724 | #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 */ |
725 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
809 | /* changing directions */ |
759 | /* changing directions */ |
810 | /* this is VERTICAL movement */ |
760 | /* this is VERTICAL movement */ |
811 | #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 */ |
812 | #define HI4 240 |
762 | #define HI4 240 |
813 | |
763 | |
814 | #define BLANK_FACE_NAME "blank.111" |
764 | #define BLANK_FACE_NAME "blank.x11" |
815 | #define EMPTY_FACE_NAME "empty.111" |
765 | #define EMPTY_FACE_NAME "empty.x11" |
816 | #define DARK_FACE1_NAME "dark1.111" |
|
|
817 | #define DARK_FACE2_NAME "dark2.111" |
|
|
818 | #define DARK_FACE3_NAME "dark3.111" |
|
|
819 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
820 | |
766 | |
821 | /* |
767 | /* |
822 | * Defines for the luck/random functions to make things more readable |
768 | * Defines for the luck/random functions to make things more readable |
823 | */ |
769 | */ |
824 | |
770 | |
… | |
… | |
962 | #define CAN_APPLY_UNAPPLY 0x10 |
908 | #define CAN_APPLY_UNAPPLY 0x10 |
963 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
909 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
964 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
910 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
965 | |
911 | |
966 | /* 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 */ |
967 | #define MIN_ACTIVE_SPEED 0.00001 |
913 | #define MIN_ACTIVE_SPEED 1e-5 |
968 | |
914 | |
969 | /* |
915 | #define RANDOM() (rndm.next () & 0xffffffU) |
970 | * random() is much better than rand(). If you have random(), use it instead. |
916 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
971 | * You shouldn't need to change any of this |
|
|
972 | * |
|
|
973 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
974 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
975 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
976 | * |
|
|
977 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
978 | * here. |
|
|
979 | */ |
|
|
980 | |
|
|
981 | #define RANDOM() random() |
|
|
982 | #define SRANDOM(xyz) srandom(xyz) |
|
|
983 | |
917 | |
984 | /* 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 |
985 | * items (nrof) into account. |
919 | * items (nrof) into account. |
986 | */ |
920 | */ |
987 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
921 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1001 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
935 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1002 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
936 | #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__);} |
937 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1004 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
938 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1005 | |
939 | |
1006 | /* You may uncomment following define to check sanity of code. |
|
|
1007 | * But use as debug only (loses all speed gained by those macros) |
|
|
1008 | */ |
|
|
1009 | |
|
|
1010 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1011 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1012 | |
|
|
1013 | |
|
|
1014 | |
|
|
1015 | |
|
|
1016 | |
|
|
1017 | |
|
|
1018 | |
|
|
1019 | /* |
940 | /* |
1020 | * Warning! |
941 | * Warning! |
1021 | * If you add message types here, don't forget |
942 | * If you add message types here, don't forget |
1022 | * to keep the client up to date too! |
943 | * to keep the client up to date too! |
1023 | */ |
944 | */ |
1024 | |
|
|
1025 | |
945 | |
1026 | /* message types */ |
946 | /* message types */ |
1027 | #define MSG_TYPE_BOOK 1 |
947 | #define MSG_TYPE_BOOK 1 |
1028 | #define MSG_TYPE_CARD 2 |
948 | #define MSG_TYPE_CARD 2 |
1029 | #define MSG_TYPE_PAPER 3 |
949 | #define MSG_TYPE_PAPER 3 |