… | |
… | |
72 | #define MAX_WC 120 |
72 | #define MAX_WC 120 |
73 | #define MIN_AC -120 |
73 | #define MIN_AC -120 |
74 | #define MAX_AC 120 |
74 | #define MAX_AC 120 |
75 | #define MIN_DAM 0 |
75 | #define MIN_DAM 0 |
76 | #define MAX_DAM 200 |
76 | #define MAX_DAM 200 |
|
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77 | #define MIN_DIGESTION -35 |
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|
78 | #define MAX_DIGESTION 70 |
77 | |
79 | |
78 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
79 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
80 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
81 | #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 */ |
82 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
83 | |
85 | |
84 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
85 | |
87 | |
86 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
… | |
… | |
184 | #define GEM 60 |
186 | #define GEM 60 |
185 | |
187 | |
186 | #define FIREWALL 62 |
188 | #define FIREWALL 62 |
187 | #define ANVIL 63 |
189 | #define ANVIL 63 |
188 | #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 */ |
189 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
191 | #define MOOD_FLOOR 65 /* |
190 | * values of last_sp set how to change: |
192 | * values of last_sp set how to change: |
191 | * 0 = furious, all monsters become aggressive |
193 | * 0 = furious, all monsters become aggressive |
192 | * 1 = angry, all but friendly become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
193 | * 2 = calm, all aggressive monsters calm down |
195 | * 2 = calm, all aggressive monsters calm down |
194 | * 3 = sleep, all monsters fall asleep |
196 | * 3 = sleep, all monsters fall asleep |
195 | * 4 = charm, monsters become pets */ |
197 | * 4 = charm, monsters become pets |
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198 | * 5 = destroy monsters |
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199 | * 6 = destroy pets / friendlies |
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200 | */ |
196 | #define EXIT 66 |
201 | #define EXIT 66 |
197 | #define ENCOUNTER 67 |
202 | #define ENCOUNTER 67 |
198 | #define SHOP_FLOOR 68 |
203 | #define SHOP_FLOOR 68 |
199 | #define SHOP_MAT 69 |
204 | #define SHOP_MAT 69 |
200 | #define RING 70 |
205 | #define RING 70 |
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… | |
237 | #define POISONING 105 |
242 | #define POISONING 105 |
238 | #define SAVEBED 106 |
243 | #define SAVEBED 106 |
239 | |
244 | |
240 | #define WAND 109 |
245 | #define WAND 109 |
241 | |
246 | |
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|
247 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
242 | #define SCROLL 111 |
248 | #define SCROLL 111 |
243 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
244 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
245 | #define FORCE 114 |
251 | #define FORCE 114 |
246 | #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 */ |
… | |
… | |
431 | #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 */ |
432 | #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 */ |
433 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
439 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
434 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
440 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
435 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
441 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
436 | #define FLAG_USE_SHIELD 7 |
442 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
437 | /* Can this creature use a shield? */ |
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|
438 | |
443 | |
439 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
440 | |
445 | |
441 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
442 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
… | |
… | |
446 | /*#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 */ |
447 | /*#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) */ |
448 | |
453 | |
449 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_MONSTER 14 /* Will attack players */ |
450 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | #define FLAG_FRIENDLY 15 /* Will help players */ |
451 | |
|
|
452 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
453 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
454 | #define FLAG_AUTO_APPLY 18 |
458 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
455 | /* Will be applied when created */ |
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|
456 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
457 | #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. */ |
458 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
459 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
460 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
… | |
… | |
462 | |
465 | |
463 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
464 | /*#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 */ |
465 | /*#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 */ |
466 | |
469 | |
467 | #define FLAG_IS_USED_UP 28 |
470 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
468 | /* When (--food<0) the object will exit */ |
471 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
469 | #define FLAG_IDENTIFIED 29 |
472 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
470 | /* Player knows full info about item */ |
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|
471 | #define FLAG_REFLECTING 30 |
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|
472 | /* Object reflects from walls (lightning) */ |
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|
473 | #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 */ |
474 | |
|
|
475 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
474 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
476 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
475 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
477 | #define FLAG_STARTEQUIP 34 |
476 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
478 | /* Object was given to player at start */ |
477 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
479 | #define FLAG_BLOCKSVIEW 35 |
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|
480 | /* Object blocks view */ |
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|
481 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
478 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
482 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
479 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
483 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
480 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
484 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
481 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
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|
482 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
485 | |
483 | |
486 | #define FLAG_REFL_SPELL 40 |
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|
487 | /* Spells (some) will reflect from object */ |
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|
488 | #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 */ |
489 | #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 */ |
490 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
486 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
491 | #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 */ |
492 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
488 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
498 | |
494 | |
499 | #define FLAG_PICK_UP 48 /* Can pick up */ |
495 | #define FLAG_PICK_UP 48 /* Can pick up */ |
500 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
496 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
501 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
497 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
502 | #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 */ |
503 | #define FLAG_CAST_SPELL 52 |
499 | |
504 | /* (Monster) can learn and cast spells */ |
500 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
505 | #define FLAG_USE_SCROLL 53 |
501 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
506 | /* (Monster) can read scroll */ |
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|
507 | #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 */ |
508 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
503 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
509 | |
504 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
510 | #define FLAG_USE_ARMOUR 56 |
505 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
511 | /* (Monster) can wear armour/shield/helmet */ |
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|
512 | #define FLAG_USE_WEAPON 57 |
|
|
513 | /* (Monster) can wield weapons */ |
|
|
514 | #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 */ |
515 | #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) */ |
516 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
508 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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|
509 | |
517 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
518 | #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 */ |
519 | #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 */ |
520 | |
513 | |
521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
540 | #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 */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 | |
535 | |
543 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
539 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
547 | #define FLAG_INV_LOCKED 86 |
540 | |
548 | /* Item will not be dropped from inventory */ |
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|
549 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
541 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
550 | |
|
|
551 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
542 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
552 | #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 */ |
553 | #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 */ |
554 | #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 */ |
555 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
546 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
569 | */ |
560 | */ |
570 | |
561 | |
571 | #define FLAG_BERSERK 99 /* monster will attack closest living |
562 | #define FLAG_BERSERK 99 /* monster will attack closest living |
572 | object */ |
563 | object */ |
573 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
564 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
574 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
565 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
575 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
566 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
576 | #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 |
577 | * load_original_map() */ |
568 | * load_original_map() */ |
578 | #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 |
579 | * the overlay, and is not subject to |
570 | // * the overlay, and is not subject to |
580 | * decay. */ |
571 | // * decay. */ |
581 | #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' */ |
582 | #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' */ |
583 | #define FLAG_IS_WATER 107 |
574 | #define FLAG_IS_WATER 107 |
584 | #define FLAG_CONTENT_ON_GEN 108 |
575 | #define FLAG_CONTENT_ON_GEN 108 |
585 | #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 */ |
… | |
… | |
591 | * defined flag + 1. If you change this, |
582 | * defined flag + 1. If you change this, |
592 | * make sure you update the flag_links |
583 | * make sure you update the flag_links |
593 | * in common/loader.l |
584 | * in common/loader.l |
594 | */ |
585 | */ |
595 | |
586 | |
596 | /* Values can go up to 127 before the size of the flags array in the |
|
|
597 | * object structure needs to be enlarged. |
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|
598 | * So there are 18 available flags slots |
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|
599 | */ |
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|
600 | |
|
|
601 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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|
602 | |
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|
603 | /* If you add new movement types, you may need to update |
587 | /* If you add new movement types, you may need to update |
604 | * describe_item() so properly describe those types. |
588 | * describe_item() so properly describe those types. |
605 | * change_abil() probably should be updated also. |
589 | * change_abil() probably should be updated also. |
606 | */ |
590 | */ |
607 | #define MOVE_WALK 0x01 /* Object walks */ |
591 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
615 | |
599 | |
616 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
600 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
617 | |
601 | |
618 | /* typdef here to define type large enough to hold bitmask of |
602 | /* typdef here to define type large enough to hold bitmask of |
619 | * all movement types. Make one declaration so easy to update. |
603 | * all movement types. Make one declaration so easy to update. |
620 | * uint8 is defined yet, so just use what that would define it |
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|
621 | * at anyways. |
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|
622 | */ |
604 | */ |
623 | typedef unsigned char MoveType; |
605 | typedef unsigned char MoveType; |
624 | |
606 | |
625 | /* 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. |
626 | * Basically, ob2 has to block all of ob1 movement types. |
608 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
635 | * |
617 | * |
636 | */ |
618 | */ |
637 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
619 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
638 | ((type) && (ob1->move_type & type) == ob1->move_type) |
620 | ((type) && (ob1->move_type & type) == ob1->move_type) |
639 | |
621 | |
640 | |
|
|
641 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
622 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
642 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
623 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
643 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
624 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
644 | |
|
|
645 | /* Note: These values are only a default value, resizing can change them */ |
|
|
646 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
647 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
648 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
649 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
650 | |
|
|
651 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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|
652 | |
|
|
653 | #define E_MONSTER 0x00000001 |
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|
654 | #define E_EXIT 0x00000002 |
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|
655 | #define E_TREASURE 0x00000004 |
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|
656 | #define E_BACKGROUND 0x00000008 |
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|
657 | #define E_DOOR 0x00000010 |
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|
658 | #define E_SPECIAL 0x00000020 |
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|
659 | #define E_SHOP 0x00000040 |
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|
660 | #define E_NORMAL 0x00000080 |
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|
661 | #define E_FALSE_WALL 0x00000100 |
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|
662 | #define E_WALL 0x00000200 |
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|
663 | #define E_EQUIPMENT 0x00000400 |
|
|
664 | #define E_OTHER 0x00000800 |
|
|
665 | #define E_ARTIFACT 0x00001000 |
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|
666 | |
625 | |
667 | #define EXIT_PATH(xyz) (xyz)->slaying |
626 | #define EXIT_PATH(xyz) (xyz)->slaying |
668 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
627 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
669 | #define EXIT_X(xyz) (xyz)->stats.hp |
628 | #define EXIT_X(xyz) (xyz)->stats.hp |
670 | #define EXIT_Y(xyz) (xyz)->stats.sp |
629 | #define EXIT_Y(xyz) (xyz)->stats.sp |
… | |
… | |
690 | #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 */ |
691 | |
650 | |
692 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
651 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
693 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
652 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
694 | |
653 | |
695 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
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|
696 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
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|
697 | |
|
|
698 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
654 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
699 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
655 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
700 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
656 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
701 | |
657 | |
702 | /* 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 |
703 | each of them signed char, concatenated in a int16 */ |
659 | each of them signed char, concatenated in a int16 */ |
704 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
660 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
705 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
661 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
706 | #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) |
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|
663 | |
707 | #define FIRE_DIRECTIONAL 0 |
664 | #define FIRE_DIRECTIONAL 0 |
708 | #define FIRE_POSITIONAL 1 |
665 | #define FIRE_POSITIONAL 1 |
709 | |
666 | |
710 | /******************************************************************************/ |
667 | /******************************************************************************/ |
711 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
668 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
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776 | */ |
733 | */ |
777 | |
734 | |
778 | #define PREFER_HIGH 1 |
735 | #define PREFER_HIGH 1 |
779 | #define PREFER_LOW 0 |
736 | #define PREFER_LOW 0 |
780 | |
737 | |
781 | /* Simple function we use below to keep adding to the same string |
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782 | * but also make sure we don't overwrite that string. |
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783 | */ |
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784 | static inline void |
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785 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
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786 | { |
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787 | if (*curlen == (maxlen - 1)) |
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788 | return; |
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789 | |
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790 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
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791 | dest[maxlen - 1] = 0; |
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792 | *curlen += strlen (orig); |
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793 | |
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794 | if (*curlen > (maxlen - 1)) |
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795 | *curlen = maxlen - 1; |
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796 | } |
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797 | |
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798 | |
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799 | /* The SAFE versions of these call the safe_strcat function above. |
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800 | * Ideally, all functions should use the SAFE functions, but they |
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801 | * require some extra support in the calling function to remain as |
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802 | * efficient. |
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803 | */ |
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804 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
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805 | if(variable) { \ |
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806 | int i,j=0; \ |
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807 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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808 | for(i=0; i<NROFATTACKS; i++) \ |
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809 | if(variable & (1<<i)) { \ |
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810 | if (j) \ |
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811 | safe_strcat(retbuf,", ", len, maxlen); \ |
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812 | else \ |
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813 | j = 1; \ |
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814 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
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815 | } \ |
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816 | safe_strcat(retbuf,")",len,maxlen); \ |
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817 | } |
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818 | |
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819 | |
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820 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
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821 | |
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822 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
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823 | if(variable) { \ |
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824 | int i,j=0; \ |
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825 | strcat(retbuf,"(" name ": "); \ |
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826 | for(i=0; i<NROFATTACKS; i++) \ |
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827 | if(variable & (1<<i)) { \ |
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828 | if (j) \ |
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829 | strcat(retbuf,", "); \ |
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830 | else \ |
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831 | j = 1; \ |
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832 | strcat(retbuf, attacks[i]); \ |
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833 | } \ |
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834 | strcat(retbuf,")"); \ |
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835 | } |
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836 | |
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837 | |
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838 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
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839 | if(variable) { \ |
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840 | int i,j=0; \ |
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841 | strcat(retbuf,"(" name ": "); \ |
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842 | for(i=0; i<NRSPELLPATHS; i++) \ |
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843 | if(variable & (1<<i)) { \ |
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844 | if (j) \ |
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845 | strcat(retbuf,", "); \ |
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846 | else \ |
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847 | j = 1; \ |
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848 | strcat(retbuf, spellpathnames[i]); \ |
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849 | } \ |
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850 | strcat(retbuf,")"); \ |
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851 | } |
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852 | |
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853 | |
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854 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
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855 | if(variable) { \ |
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856 | int i,j=0; \ |
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857 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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858 | for(i=0; i<NRSPELLPATHS; i++) \ |
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859 | if(variable & (1<<i)) { \ |
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860 | if (j) \ |
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861 | safe_strcat(retbuf,", ", len, maxlen); \ |
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862 | else \ |
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863 | j = 1; \ |
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864 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
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865 | } \ |
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866 | safe_strcat(retbuf,")", len, maxlen); \ |
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867 | } |
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868 | |
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869 | /* Flags for apply_special() */ |
738 | /* Flags for apply_special() */ |
870 | enum apply_flag |
739 | enum apply_flag |
871 | { |
740 | { |
872 | /* Basic flags/mode, always use one of these */ |
741 | /* Basic flags/mode, always use one of these */ |
873 | AP_TOGGLE = 0, |
742 | AP_TOGGLE = 0, |
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920 | // we use 2**-n because that can be represented exactly |
789 | // we use 2**-n because that can be represented exactly |
921 | // also make sure that this is a float, not double, constant |
790 | // also make sure that this is a float, not double, constant |
922 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
791 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
923 | |
792 | |
924 | #define RANDOM() (rndm.next () & 0xffffffU) |
793 | #define RANDOM() (rndm.next () & 0xffffffU) |
925 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
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926 | |
794 | |
927 | /* 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 |
928 | * items (nrof) into account. |
796 | * items (nrof) into account. |
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797 | * (this looks rather bogus, schmorp) |
929 | */ |
798 | */ |
930 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
799 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
931 | |
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932 | |
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933 | /* Code fastening defines |
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934 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
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935 | * buf__ and increment buf__ position so it will point to the end of buf__. |
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936 | * the '\0' caracter will not be put at end of buf__. |
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937 | * use preparefastcat and finishfastcat on buf__ to prepare |
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938 | * and clean up the string. (Lots faster than doing each time...) |
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939 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
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940 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
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941 | * kown in advance. |
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942 | */ |
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943 | |
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944 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
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945 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
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946 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
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947 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
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948 | |
800 | |
949 | /* |
801 | /* |
950 | * Warning! |
802 | * Warning! |
951 | * If you add message types here, don't forget |
803 | * If you add message types here, don't forget |
952 | * to keep the client up to date too! |
804 | * to keep the client up to date too! |
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1037 | |
889 | |
1038 | /* admin messages */ |
890 | /* admin messages */ |
1039 | #define MSG_TYPE_ADMIN_RULES 1 |
891 | #define MSG_TYPE_ADMIN_RULES 1 |
1040 | #define MSG_TYPE_ADMIN_NEWS 2 |
892 | #define MSG_TYPE_ADMIN_NEWS 2 |
1041 | |
893 | |
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894 | /** |
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895 | * Maximum distance a player may hear a sound from. |
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896 | * This is only used for new client/server sound. If the sound source |
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897 | * on the map is farther away than this, we don't sent it to the client. |
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898 | */ |
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899 | #define MAX_SOUND_DISTANCE 16 |
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900 | |
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901 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
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902 | #define INFO_CHANNEL "info" // lower_left box |
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903 | #define SAY_CHANNEL "channel-say" |
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904 | #define CHAT_CHANNEL "channel-chat" |
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905 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
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906 | |
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907 | /* The following are the color flags passed to new_draw_info. |
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908 | * |
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909 | * We also set up some control flags |
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910 | * |
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911 | * NDI = New Draw Info |
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912 | */ |
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913 | |
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914 | /* Color specifications - note these match the order in xutil.c */ |
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915 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
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916 | * be implicitly specified. |
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917 | */ |
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918 | #define NDI_BLACK 0 |
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919 | #define NDI_WHITE 1 |
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920 | #define NDI_NAVY 2 |
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921 | #define NDI_RED 3 |
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922 | #define NDI_ORANGE 4 |
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923 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
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924 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
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925 | #define NDI_GREEN 7 /* SeaGreen */ |
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926 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
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927 | /* Than seagreen - also background color */ |
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928 | #define NDI_GREY 9 |
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929 | #define NDI_BROWN 10 /* Sienna */ |
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930 | #define NDI_GOLD 11 |
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931 | #define NDI_TAN 12 /* Khaki */ |
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932 | |
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933 | #define NDI_MAX_COLOR 12 /* Last value in */ |
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934 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
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935 | /* using an int anyways, so we have the space */ |
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936 | /* to still do all the flags */ |
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937 | |
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938 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
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939 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
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940 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
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941 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
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942 | |
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943 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
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944 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
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945 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
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946 | |
1042 | #endif /* DEFINE_H */ |
947 | #endif /* DEFINE_H */ |
1043 | |
948 | |