… | |
… | |
122 | #define POTION 5 |
122 | #define POTION 5 |
123 | #define FOOD 6 |
123 | #define FOOD 6 |
124 | #define POISON 7 |
124 | #define POISON 7 |
125 | #define BOOK 8 |
125 | #define BOOK 8 |
126 | #define CLOCK 9 |
126 | #define CLOCK 9 |
127 | |
127 | //10 |
|
|
128 | //11 |
|
|
129 | //12 |
128 | #define ARROW 13 |
130 | #define ARROW 13 |
129 | #define BOW 14 |
131 | #define BOW 14 |
130 | #define WEAPON 15 |
132 | #define WEAPON 15 |
131 | #define ARMOUR 16 |
133 | #define ARMOUR 16 |
132 | #define PEDESTAL 17 |
134 | #define PEDESTAL 17 |
133 | #define ALTAR 18 |
135 | #define ALTAR 18 |
134 | |
136 | //19 |
135 | #define LOCKED_DOOR 20 |
137 | #define LOCKED_DOOR 20 |
136 | #define SPECIAL_KEY 21 |
138 | #define SPECIAL_KEY 21 |
137 | #define MAP 22 |
139 | #define MAP 22 |
138 | #define DOOR 23 |
140 | #define DOOR 23 |
139 | #define KEY 24 |
141 | #define KEY 24 |
140 | |
142 | //25 |
141 | #define TIMED_GATE 26 |
143 | #define TIMED_GATE 26 |
142 | #define TRIGGER 27 |
144 | #define TRIGGER 27 |
143 | #define GRIMREAPER 28 |
145 | #define GRIMREAPER 28 |
144 | #define MAGIC_EAR 29 |
146 | #define MAGIC_EAR 29 |
145 | #define TRIGGER_BUTTON 30 |
147 | #define TRIGGER_BUTTON 30 |
… | |
… | |
154 | #define AMULET 39 |
156 | #define AMULET 39 |
155 | #define PLAYERMOVER 40 |
157 | #define PLAYERMOVER 40 |
156 | #define TELEPORTER 41 |
158 | #define TELEPORTER 41 |
157 | #define CREATOR 42 |
159 | #define CREATOR 42 |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
160 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | |
161 | //44 |
160 | #define EARTHWALL 45 |
162 | #define EARTHWALL 45 |
161 | #define GOLEM 46 |
163 | #define GOLEM 46 |
162 | |
164 | //47 |
163 | #define THROWN_OBJ 48 |
165 | #define THROWN_OBJ 48 |
164 | #define BLINDNESS 49 |
166 | #define BLINDNESS 49 |
165 | #define GOD 50 |
167 | #define GOD 50 |
166 | #define DETECTOR 51 /* peterm: detector is an object |
168 | #define DETECTOR 51 /* peterm: detector is an object |
167 | * which notices the presense of |
169 | * which notices the presense of |
… | |
… | |
182 | |
184 | |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
185 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | * a monster into a peaceful being incapable of attack. |
186 | * a monster into a peaceful being incapable of attack. |
185 | */ |
187 | */ |
186 | #define GEM 60 |
188 | #define GEM 60 |
187 | |
189 | //61 |
188 | #define FIREWALL 62 |
190 | #define FIREWALL 62 |
189 | #define ANVIL 63 |
191 | #define ANVIL 63 |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
192 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
193 | #define MOOD_FLOOR 65 /* |
192 | * values of last_sp set how to change: |
194 | * values of last_sp set how to change: |
193 | * 0 = furious, all monsters become aggressive |
195 | * 0 = furious, all monsters become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
196 | * 1 = angry, all but friendly become aggressive |
195 | * 2 = calm, all aggressive monsters calm down |
197 | * 2 = calm, all aggressive monsters calm down |
196 | * 3 = sleep, all monsters fall asleep |
198 | * 3 = sleep, all monsters fall asleep |
197 | * 4 = charm, monsters become pets */ |
199 | * 4 = charm, monsters become pets |
|
|
200 | * 5 = destroy monsters |
|
|
201 | * 6 = destroy pets / friendlies |
|
|
202 | */ |
198 | #define EXIT 66 |
203 | #define EXIT 66 |
199 | #define ENCOUNTER 67 |
204 | #define ENCOUNTER 67 |
200 | #define SHOP_FLOOR 68 |
205 | #define SHOP_FLOOR 68 |
201 | #define SHOP_MAT 69 |
206 | #define SHOP_MAT 69 |
202 | #define RING 70 |
207 | #define RING 70 |
203 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
208 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
204 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
209 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
205 | #define INORGANIC 73 /* metals and minerals */ |
210 | #define INORGANIC 73 /* metals and minerals */ |
206 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
211 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
207 | #define LIGHTER 75 |
212 | #define LIGHTER 75 |
208 | |
213 | //76 |
209 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
214 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
210 | |
215 | //78 |
211 | |
|
|
212 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
216 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
213 | in the engine. Like statues, clocks, chairs,... |
217 | in the engine. Like statues, clocks, chairs,... |
214 | If perhaps we create a function where we can sit |
218 | If perhaps we create a function where we can sit |
215 | on chairs, we create a new type and remove all |
219 | on chairs, we create a new type and remove all |
216 | chairs from here. */ |
220 | chairs from here. */ |
217 | |
221 | //80 |
|
|
222 | //81 |
218 | #define LAMP 82 /* a lamp */ |
223 | #define LAMP 82 /* a lamp */ |
219 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
224 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
220 | |
225 | //84 |
221 | #define SPELLBOOK 85 |
226 | #define SPELLBOOK 85 |
222 | |
227 | //86 |
223 | #define CLOAK 87 |
228 | #define CLOAK 87 |
224 | |
229 | //88 |
|
|
230 | //89 |
225 | #define SPINNER 90 |
231 | #define SPINNER 90 |
226 | #define GATE 91 |
232 | #define GATE 91 |
227 | #define BUTTON 92 |
233 | #define BUTTON 92 |
228 | #define CF_HANDLE 93 |
234 | #define CF_HANDLE 93 |
229 | #define HOLE 94 |
235 | #define HOLE 94 |
230 | #define TRAPDOOR 95 |
236 | #define TRAPDOOR 95 |
231 | |
237 | //96 |
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|
238 | //97 |
232 | #define SIGN 98 |
239 | #define SIGN 98 |
233 | #define BOOTS 99 |
240 | #define BOOTS 99 |
234 | #define GLOVES 100 |
241 | #define GLOVES 100 |
235 | #define SPELL 101 |
242 | #define SPELL 101 |
236 | #define SPELL_EFFECT 102 |
243 | #define SPELL_EFFECT 102 |
237 | #define CONVERTER 103 |
244 | #define CONVERTER 103 |
238 | #define BRACERS 104 |
245 | #define BRACERS 104 |
239 | #define POISONING 105 |
246 | #define POISONING 105 |
240 | #define SAVEBED 106 |
247 | #define SAVEBED 106 |
241 | |
248 | //107 |
|
|
249 | //108 |
242 | #define WAND 109 |
250 | #define WAND 109 |
243 | |
|
|
244 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
251 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
245 | #define SCROLL 111 |
252 | #define SCROLL 111 |
246 | #define DIRECTOR 112 |
253 | #define DIRECTOR 112 |
247 | #define GIRDLE 113 |
254 | #define GIRDLE 113 |
248 | #define FORCE 114 |
255 | #define FORCE 114 |
249 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
256 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
250 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
257 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
251 | |
258 | //117 |
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259 | //118 |
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260 | //119 |
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261 | //120 |
252 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
262 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
253 | #define CONTAINER 122 |
263 | #define CONTAINER 122 |
254 | #define ARMOUR_IMPROVER 123 |
264 | #define ARMOUR_IMPROVER 123 |
255 | #define WEAPON_IMPROVER 124 |
265 | #define WEAPON_IMPROVER 124 |
256 | |
266 | //125 |
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267 | //126 |
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268 | //127 |
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269 | //128 |
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270 | //129 |
257 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
271 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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272 | //131 |
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273 | //132 |
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274 | //133 |
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275 | //134 |
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276 | //135 |
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277 | //136 |
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278 | //137 |
258 | #define DEEP_SWAMP 138 |
279 | #define DEEP_SWAMP 138 |
259 | #define IDENTIFY_ALTAR 139 |
280 | #define IDENTIFY_ALTAR 139 |
260 | |
281 | //140 |
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282 | //141 |
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283 | //142 |
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284 | //143 |
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285 | //144 |
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286 | //145 |
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287 | //146 |
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288 | //147 |
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289 | //148 |
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290 | //149 |
261 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
291 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
262 | |
292 | //151 |
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293 | //152 |
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294 | //153 |
263 | #define RUNE 154 |
295 | #define RUNE 154 |
264 | #define TRAP 155 |
296 | #define TRAP 155 |
265 | |
|
|
266 | #define POWER_CRYSTAL 156 |
297 | #define POWER_CRYSTAL 156 |
267 | #define CORPSE 157 |
298 | #define CORPSE 157 |
268 | |
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|
269 | #define DISEASE 158 |
299 | #define DISEASE 158 |
270 | #define SYMPTOM 159 |
300 | #define SYMPTOM 159 |
271 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
301 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
272 | #define MATERIAL 161 /* Material for building */ |
302 | #define MATERIAL 161 /* Material for building */ |
273 | |
303 | //162 |
274 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
304 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
275 | |
305 | //164 |
276 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
306 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
277 | potions, alchemy, or magic works here (elmex) */ |
307 | potions, alchemy, or magic works here (elmex) */ |
278 | |
308 | |
279 | #define NUM_TYPES 166 // must be max(type) + 1 |
309 | #define NUM_TYPES 166 // must be max(type) + 1 |
280 | |
310 | |
281 | /* DEAD TYPES: */ |
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282 | //#define FBULLET 10 |
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283 | //#define FBALL 11 |
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284 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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285 | //#define CONFUSION 19 |
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286 | //#define MMISSILE 25 |
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287 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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288 | * experience for broad skill categories. This value |
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289 | * is now automatically converteed at load time. |
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290 | */ |
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291 | //#define BOMB 47 |
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292 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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293 | |
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294 | /* random crossfire developer: The trap_part, wall, light_source, |
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295 | * misc_object, monster, and spawn_generator |
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296 | * types are not used in any archetypes, |
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297 | * and should perhaps be removed. |
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298 | * |
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299 | * Wed Dec 20 13:35:24 CET 2006: |
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300 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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301 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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302 | * renamed WALL to BUILDABLE_WALL. |
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|
303 | */ |
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304 | |
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|
305 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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|
306 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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307 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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308 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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309 | //#define TOOL 84 /* a tool for building objects */ |
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310 | //#define BUILDFAC 86 /* facilities for building objects */ |
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311 | //#define CONE 88 |
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|
312 | //#define AURA 89 /* aura spell object */ |
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|
313 | //#define WORD_OF_RECALL 96 |
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314 | //#define PARAIMAGE 97 |
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315 | //#define POISONCLOUD 107 |
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|
316 | //#define FIREHOLES 108 |
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317 | //#define ABILITY 110 |
|
|
318 | /* unused: 125 - 129 |
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|
319 | * type 125 was MONEY_CHANGER |
|
|
320 | */ |
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|
321 | //#define CANCELLATION 141 /* not used with new spell code */ |
|
|
322 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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|
323 | //#define SWARM_SPELL 153 |
|
|
324 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
|
|
325 | //#define QUEST 164 /* See below for subtypes */ |
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|
326 | |
|
|
327 | /* END TYPE DEFINE */ |
311 | /* END TYPE DEFINE */ |
328 | |
312 | |
329 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
313 | // maximum supported subtype number + 1, can be increased to 256 |
|
|
314 | // currently (2007-09) in use: 50 |
|
|
315 | #define NUM_SUBTYPES 64 |
330 | |
316 | |
331 | /* Subtypes for BUILDER */ |
317 | /* Subtypes for BUILDER */ |
332 | #define ST_BD_BUILD 1 /* Builds an item */ |
318 | #define ST_BD_BUILD 1 /* Builds an item */ |
333 | #define ST_BD_REMOVE 2 /* Removes an item */ |
319 | #define ST_BD_REMOVE 2 /* Removes an item */ |
334 | |
320 | |
335 | /* Subtypes for MATERIAL */ |
321 | /* Subtypes for MATERIAL */ |
336 | #define ST_MAT_FLOOR 1 /* Floor */ |
322 | #define ST_MAT_FLOOR 1 /* Floor */ |
337 | #define ST_MAT_WALL 2 /* Wall */ |
323 | #define ST_MAT_WALL 2 /* Wall */ |
338 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
324 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
434 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
420 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
435 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
421 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
436 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
422 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
437 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
423 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
438 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
424 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
439 | #define FLAG_USE_SHIELD 7 |
425 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
440 | /* Can this creature use a shield? */ |
|
|
441 | |
426 | |
442 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
427 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
443 | |
428 | |
444 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
429 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
445 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
430 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
… | |
… | |
449 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
434 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
450 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
435 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
451 | |
436 | |
452 | #define FLAG_MONSTER 14 /* Will attack players */ |
437 | #define FLAG_MONSTER 14 /* Will attack players */ |
453 | #define FLAG_FRIENDLY 15 /* Will help players */ |
438 | #define FLAG_FRIENDLY 15 /* Will help players */ |
454 | |
|
|
455 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
439 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
440 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_AUTO_APPLY 18 |
441 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
458 | /* Will be applied when created */ |
|
|
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
442 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
460 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
443 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
444 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
445 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
446 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
… | |
… | |
465 | |
448 | |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
449 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
467 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
450 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
468 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
451 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
469 | |
452 | |
470 | #define FLAG_IS_USED_UP 28 |
453 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
471 | /* When (--food<0) the object will exit */ |
454 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
472 | #define FLAG_IDENTIFIED 29 |
455 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
473 | /* Player knows full info about item */ |
|
|
474 | #define FLAG_REFLECTING 30 |
|
|
475 | /* Object reflects from walls (lightning) */ |
|
|
476 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
456 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
477 | |
|
|
478 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
457 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
479 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
458 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
480 | #define FLAG_STARTEQUIP 34 |
459 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
481 | /* Object was given to player at start */ |
460 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
482 | #define FLAG_BLOCKSVIEW 35 |
|
|
483 | /* Object blocks view */ |
|
|
484 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
461 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
485 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
462 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
486 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
463 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
487 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
464 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
465 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
488 | |
466 | |
489 | #define FLAG_REFL_SPELL 40 |
|
|
490 | /* Spells (some) will reflect from object */ |
|
|
491 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
467 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
492 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
468 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
493 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
469 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
494 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
470 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
495 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
471 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
501 | |
477 | |
502 | #define FLAG_PICK_UP 48 /* Can pick up */ |
478 | #define FLAG_PICK_UP 48 /* Can pick up */ |
503 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
479 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
504 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
480 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
505 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
481 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
506 | #define FLAG_CAST_SPELL 52 |
482 | |
507 | /* (Monster) can learn and cast spells */ |
483 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
508 | #define FLAG_USE_SCROLL 53 |
484 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
509 | /* (Monster) can read scroll */ |
|
|
510 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
485 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
511 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
486 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
512 | |
487 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
513 | #define FLAG_USE_ARMOUR 56 |
488 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
514 | /* (Monster) can wear armour/shield/helmet */ |
|
|
515 | #define FLAG_USE_WEAPON 57 |
|
|
516 | /* (Monster) can wield weapons */ |
|
|
517 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
489 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
518 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
490 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
519 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
491 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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492 | |
520 | #define FLAG_XRAYS 61 /* X-ray vision */ |
493 | #define FLAG_XRAYS 61 /* X-ray vision */ |
521 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
494 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
522 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
495 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
523 | |
496 | |
524 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
497 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
543 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
516 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
544 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
517 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
545 | |
518 | |
546 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
519 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
547 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
520 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
548 | #define FLAG_MAKE_INVIS 85 |
521 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
549 | /* (Item) gives invisibility when applied */ |
522 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
550 | #define FLAG_INV_LOCKED 86 |
523 | |
551 | /* Item will not be dropped from inventory */ |
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552 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
524 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
553 | |
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554 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
525 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
555 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
526 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
556 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
527 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
557 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
528 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
558 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
529 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
572 | */ |
543 | */ |
573 | |
544 | |
574 | #define FLAG_BERSERK 99 /* monster will attack closest living |
545 | #define FLAG_BERSERK 99 /* monster will attack closest living |
575 | object */ |
546 | object */ |
576 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
547 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
577 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
548 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
578 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
549 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
579 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
550 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
580 | * load_original_map() */ |
551 | * load_original_map() */ |
581 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
552 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
582 | * the overlay, and is not subject to |
553 | // * the overlay, and is not subject to |
583 | * decay. */ |
554 | // * decay. */ |
584 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
555 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
585 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
556 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
586 | #define FLAG_IS_WATER 107 |
557 | #define FLAG_IS_WATER 107 |
587 | #define FLAG_CONTENT_ON_GEN 108 |
558 | #define FLAG_CONTENT_ON_GEN 108 |
588 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
559 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
594 | * defined flag + 1. If you change this, |
565 | * defined flag + 1. If you change this, |
595 | * make sure you update the flag_links |
566 | * make sure you update the flag_links |
596 | * in common/loader.l |
567 | * in common/loader.l |
597 | */ |
568 | */ |
598 | |
569 | |
599 | /* Values can go up to 127 before the size of the flags array in the |
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600 | * object structure needs to be enlarged. |
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601 | * So there are 18 available flags slots |
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602 | */ |
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603 | |
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604 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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605 | |
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606 | /* If you add new movement types, you may need to update |
570 | /* If you add new movement types, you may need to update |
607 | * describe_item() so properly describe those types. |
571 | * describe_item() so properly describe those types. |
608 | * change_abil() probably should be updated also. |
572 | * change_abil() probably should be updated also. |
609 | */ |
573 | */ |
610 | #define MOVE_WALK 0x01 /* Object walks */ |
574 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
618 | |
582 | |
619 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
583 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
620 | |
584 | |
621 | /* typdef here to define type large enough to hold bitmask of |
585 | /* typdef here to define type large enough to hold bitmask of |
622 | * all movement types. Make one declaration so easy to update. |
586 | * all movement types. Make one declaration so easy to update. |
623 | * uint8 is defined yet, so just use what that would define it |
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624 | * at anyways. |
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625 | */ |
587 | */ |
626 | typedef unsigned char MoveType; |
588 | typedef unsigned char MoveType; |
627 | |
589 | |
628 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
590 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
629 | * Basically, ob2 has to block all of ob1 movement types. |
591 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
638 | * |
600 | * |
639 | */ |
601 | */ |
640 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
602 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
641 | ((type) && (ob1->move_type & type) == ob1->move_type) |
603 | ((type) && (ob1->move_type & type) == ob1->move_type) |
642 | |
604 | |
643 | |
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644 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
605 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
645 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
606 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
646 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
607 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
647 | |
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648 | /* Note: These values are only a default value, resizing can change them */ |
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649 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
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650 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
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651 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
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652 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
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653 | |
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654 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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655 | |
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656 | #define E_MONSTER 0x00000001 |
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657 | #define E_EXIT 0x00000002 |
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658 | #define E_TREASURE 0x00000004 |
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659 | #define E_BACKGROUND 0x00000008 |
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660 | #define E_DOOR 0x00000010 |
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661 | #define E_SPECIAL 0x00000020 |
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|
662 | #define E_SHOP 0x00000040 |
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663 | #define E_NORMAL 0x00000080 |
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664 | #define E_FALSE_WALL 0x00000100 |
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665 | #define E_WALL 0x00000200 |
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666 | #define E_EQUIPMENT 0x00000400 |
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667 | #define E_OTHER 0x00000800 |
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668 | #define E_ARTIFACT 0x00001000 |
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|
669 | |
608 | |
670 | #define EXIT_PATH(xyz) (xyz)->slaying |
609 | #define EXIT_PATH(xyz) (xyz)->slaying |
671 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
610 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
672 | #define EXIT_X(xyz) (xyz)->stats.hp |
611 | #define EXIT_X(xyz) (xyz)->stats.hp |
673 | #define EXIT_Y(xyz) (xyz)->stats.sp |
612 | #define EXIT_Y(xyz) (xyz)->stats.sp |
… | |
… | |
693 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
632 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
694 | |
633 | |
695 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
634 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
696 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
635 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
697 | |
636 | |
698 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
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699 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
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|
700 | |
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|
701 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
637 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
702 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
638 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
703 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
639 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
704 | |
640 | |
705 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
641 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
706 | each of them signed char, concatenated in a int16 */ |
642 | each of them signed char, concatenated in a int16 */ |
707 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
643 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
708 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
644 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
709 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
645 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
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646 | |
710 | #define FIRE_DIRECTIONAL 0 |
647 | #define FIRE_DIRECTIONAL 0 |
711 | #define FIRE_POSITIONAL 1 |
648 | #define FIRE_POSITIONAL 1 |
712 | |
649 | |
713 | /******************************************************************************/ |
650 | /******************************************************************************/ |
714 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
651 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
835 | // we use 2**-n because that can be represented exactly |
772 | // we use 2**-n because that can be represented exactly |
836 | // also make sure that this is a float, not double, constant |
773 | // also make sure that this is a float, not double, constant |
837 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
774 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
838 | |
775 | |
839 | #define RANDOM() (rndm.next () & 0xffffffU) |
776 | #define RANDOM() (rndm.next () & 0xffffffU) |
840 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
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841 | |
777 | |
842 | /* Returns the weight of the given object. Note: it does not take the number of |
778 | /* Returns the weight of the given object. Note: it does not take the number of |
843 | * items (nrof) into account. |
779 | * items (nrof) into account. |
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780 | * (this looks rather bogus, schmorp) |
844 | */ |
781 | */ |
845 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
782 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
846 | |
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847 | |
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848 | /* Code fastening defines |
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849 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
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850 | * buf__ and increment buf__ position so it will point to the end of buf__. |
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851 | * the '\0' caracter will not be put at end of buf__. |
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|
852 | * use preparefastcat and finishfastcat on buf__ to prepare |
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853 | * and clean up the string. (Lots faster than doing each time...) |
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854 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
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|
855 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
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856 | * kown in advance. |
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857 | */ |
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858 | |
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859 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
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|
860 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
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|
861 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
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862 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
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|
863 | |
783 | |
864 | /* |
784 | /* |
865 | * Warning! |
785 | * Warning! |
866 | * If you add message types here, don't forget |
786 | * If you add message types here, don't forget |
867 | * to keep the client up to date too! |
787 | * to keep the client up to date too! |
… | |
… | |
963 | |
883 | |
964 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
884 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
965 | #define INFO_CHANNEL "info" // lower_left box |
885 | #define INFO_CHANNEL "info" // lower_left box |
966 | #define SAY_CHANNEL "channel-say" |
886 | #define SAY_CHANNEL "channel-say" |
967 | #define CHAT_CHANNEL "channel-chat" |
887 | #define CHAT_CHANNEL "channel-chat" |
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|
888 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
968 | |
889 | |
969 | /* The following are the color flags passed to new_draw_info. |
890 | /* The following are the color flags passed to new_draw_info. |
970 | * |
891 | * |
971 | * We also set up some control flags |
892 | * We also set up some control flags |
972 | * |
893 | * |
… | |
… | |
996 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
917 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
997 | /* using an int anyways, so we have the space */ |
918 | /* using an int anyways, so we have the space */ |
998 | /* to still do all the flags */ |
919 | /* to still do all the flags */ |
999 | |
920 | |
1000 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
921 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
1001 | #define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist |
922 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
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923 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
1002 | #define NDI_CLIENT_MASK 0x7f // what the client is allowed to see |
924 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
1003 | |
925 | |
1004 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
926 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
1005 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
927 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
1006 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
928 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
1007 | |
929 | |