1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
25 | |
26 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
27 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
31 | */ |
31 | */ |
32 | |
32 | |
33 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
34 | #define DEFINE_H |
35 | |
35 | |
36 | /* |
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37 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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38 | * Thus the prototypes made by cextract don't get included correctly. |
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39 | */ |
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40 | #if !defined(__STDC__) |
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41 | |
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42 | /* Removed # from start of following line. makedepend was picking it up. |
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43 | * The following should still hopefully result in an error. |
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44 | */ |
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45 | error - Your ANSI C compiler should be defining __STDC__; |
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46 | #endif |
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47 | |
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48 | #ifndef WIN32 /* ---win32 exclude unix configuration part */ |
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49 | # include <autoconf.h> |
36 | #include <autoconf.h> |
50 | #endif |
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51 | |
37 | |
52 | #define FONTDIR "" |
38 | #define FONTDIR "" |
53 | #define FONTNAME "" |
39 | #define FONTNAME "" |
54 | |
40 | |
55 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
56 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
57 | |
43 | |
58 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
59 | # include <sys/param.h> |
45 | # include <sys/param.h> |
60 | #endif |
46 | #endif |
61 | #ifndef MIN |
47 | #ifndef MIN |
62 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
48 | # define MIN(x,y) min (x, y) |
63 | #endif |
49 | #endif |
64 | #ifndef MAX |
50 | #ifndef MAX |
65 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
51 | # define MAX(x,y) max (x, y) |
66 | #endif |
52 | #endif |
67 | |
53 | |
68 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
69 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
70 | # define NAME_MAX 255 |
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71 | #endif |
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72 | |
56 | |
73 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
74 | #ifndef MAX3 |
58 | #ifndef MAX3 |
75 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
76 | #endif |
60 | #endif |
… | |
… | |
81 | #endif |
65 | #endif |
82 | |
66 | |
83 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
84 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
85 | |
69 | |
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70 | //TODO: not only use more reasonable values, also enforce them |
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71 | #define MIN_WC -120 |
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72 | #define MAX_WC 120 |
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73 | #define MIN_AC -120 |
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74 | #define MAX_AC 120 |
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75 | #define MIN_DAM 0 |
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76 | #define MAX_DAM 200 |
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77 | #define MIN_DIGESTION -35 |
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78 | #define MAX_DIGESTION 70 |
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79 | |
86 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
87 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
88 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
89 | #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 */ |
90 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
91 | |
85 | |
92 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
93 | |
87 | |
94 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
95 | |
89 | |
96 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
97 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
98 | |
92 | |
99 | /* Fatal variables: */ |
93 | //TODO: remove all calls to fatal and replace them by cleanup |
100 | #define OUT_OF_MEMORY 0 |
94 | #define OUT_OF_MEMORY 0 |
101 | #define MAP_ERROR 1 |
95 | #define MAP_ERROR 1 |
102 | #define ARCHTABLE_TOO_SMALL 2 |
96 | #define ARCHTABLE_TOO_SMALL 2 // unused |
103 | #define TOO_MANY_ERRORS 3 |
97 | #define TOO_MANY_ERRORS 3 |
104 | |
98 | |
105 | /* TYPE DEFINES */ |
99 | /* TYPE DEFINES */ |
106 | |
100 | |
107 | /* Only add new values to this list if somewhere in the program code, |
101 | /* Only add new values to this list if somewhere in the program code, |
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112 | * flags |
106 | * flags |
113 | * Also, if you add new entries, try and fill up the holes in this list. |
107 | * Also, if you add new entries, try and fill up the holes in this list. |
114 | * Additionally, when you add a new entry, include it in the table in item.c |
108 | * Additionally, when you add a new entry, include it in the table in item.c |
115 | */ |
109 | */ |
116 | |
110 | |
117 | /* type 0 will be undefined and shows a non valid type information */ |
111 | /* USED TYPES: (for dead types please look at the bottom of the type |
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112 | * definitions) |
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113 | */ |
118 | |
114 | |
119 | #define PLAYER 1 |
115 | /* type 0 objects have the default behaviour */ |
120 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
116 | |
121 | #define ROD 3 |
117 | #define PLAYER 1 |
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118 | #define TRANSPORT 2 /* see pod/objects.pod */ |
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119 | #define ROD 3 |
122 | #define TREASURE 4 |
120 | #define TREASURE 4 |
123 | #define POTION 5 |
121 | #define POTION 5 |
124 | #define FOOD 6 |
122 | #define FOOD 6 |
125 | #define POISON 7 |
123 | #define POISON 7 |
126 | #define BOOK 8 |
124 | #define BOOK 8 |
127 | #define CLOCK 9 |
125 | #define CLOCK 9 |
128 | |
126 | //10 |
129 | /*#define FBULLET 10 */ |
127 | //11 |
130 | |
128 | //12 |
131 | /*#define FBALL 11 */ |
129 | #define ARROW 13 |
132 | #define LIGHTNING 12 |
130 | #define BOW 14 |
133 | #define ARROW 13 |
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134 | #define BOW 14 |
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135 | #define WEAPON 15 |
131 | #define WEAPON 15 |
136 | #define ARMOUR 16 |
132 | #define ARMOUR 16 |
137 | #define PEDESTAL 17 |
133 | #define PEDESTAL 17 |
138 | #define ALTAR 18 |
134 | #define ALTAR 18 |
139 | |
135 | //19 |
140 | /*#define CONFUSION 19 */ |
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141 | #define LOCKED_DOOR 20 |
136 | #define LOCKED_DOOR 20 |
142 | #define SPECIAL_KEY 21 |
137 | #define SPECIAL_KEY 21 |
143 | #define MAP 22 |
138 | #define MAP 22 |
144 | #define DOOR 23 |
139 | #define DOOR 23 |
145 | #define KEY 24 |
140 | #define KEY 24 |
146 | |
141 | //25 |
147 | /*#define MMISSILE 25 */ |
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148 | #define TIMED_GATE 26 |
142 | #define TIMED_GATE 26 |
149 | #define TRIGGER 27 |
143 | #define TRIGGER 27 |
150 | #define GRIMREAPER 28 |
144 | #define GRIMREAPER 28 |
151 | #define MAGIC_EAR 29 |
145 | #define MAGIC_EAR 29 |
152 | #define TRIGGER_BUTTON 30 |
146 | #define TRIGGER_BUTTON 30 |
153 | #define TRIGGER_ALTAR 31 |
147 | #define TRIGGER_ALTAR 31 |
154 | #define TRIGGER_PEDESTAL 32 |
148 | #define TRIGGER_PEDESTAL 32 |
155 | #define SHIELD 33 |
149 | #define SHIELD 33 |
156 | #define HELMET 34 |
150 | #define HELMET 34 |
157 | #define HORN 35 |
151 | #define HORN 35 |
158 | #define MONEY 36 |
152 | #define MONEY 36 |
159 | #define CLASS 37 /* object for applying character class modifications to someone */ |
153 | #define CLASS 37 /* object for applying character class modifications to someone */ |
160 | #define GRAVESTONE 38 |
154 | #define GRAVESTONE 38 |
161 | #define AMULET 39 |
155 | #define AMULET 39 |
162 | #define PLAYERMOVER 40 |
156 | #define PLAYERMOVER 40 |
163 | #define TELEPORTER 41 |
157 | #define TELEPORTER 41 |
164 | #define CREATOR 42 |
158 | #define CREATOR 42 |
165 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
166 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
160 | //44 |
167 | /* experience for broad skill categories. This value */ |
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168 | /* is now automatically converteed at load time. */ |
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169 | #define EARTHWALL 45 |
161 | #define EARTHWALL 45 |
170 | #define GOLEM 46 |
162 | #define GOLEM 46 |
171 | |
163 | //47 |
172 | /*#define BOMB 47 */ |
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173 | #define THROWN_OBJ 48 |
164 | #define THROWN_OBJ 48 |
174 | #define BLINDNESS 49 |
165 | #define BLINDNESS 49 |
175 | #define GOD 50 |
166 | #define GOD 50 |
176 | |
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177 | #define DETECTOR 51 /* peterm: detector is an object */ |
167 | #define DETECTOR 51 /* peterm: detector is an object |
178 | /* which notices the presense of */ |
168 | * which notices the presense of |
179 | /* another object and is triggered */ |
169 | * another object and is triggered |
180 | /* like buttons. */ |
170 | * like buttons. |
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171 | */ |
181 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
172 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
182 | /* force into a player with a specified string WHEN TRIGGERED. */ |
173 | * force into a player with a specified string WHEN TRIGGERED. |
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174 | */ |
183 | #define DEAD_OBJECT 53 |
175 | #define DEAD_OBJECT 53 |
184 | #define DRINK 54 |
176 | #define DRINK 54 |
185 | #define MARKER 55 /* inserts an invisible, weightless */ |
177 | #define MARKER 55 /* inserts an invisible, weightless |
186 | /* force into a player with a specified string. */ |
178 | * force into a player with a specified string. |
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179 | */ |
187 | #define HOLY_ALTAR 56 |
180 | #define HOLY_ALTAR 56 |
188 | #define PLAYER_CHANGER 57 |
181 | #define PLAYER_CHANGER 57 |
189 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
182 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
190 | |
183 | |
191 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
184 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
192 | /* a monster into a peaceful being incapable of attack. */ |
185 | * a monster into a peaceful being incapable of attack. |
193 | #define GEM 60 |
186 | */ |
194 | |
187 | #define GEM 60 |
195 | /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ |
188 | //61 |
196 | #define FIREWALL 62 |
189 | #define FIREWALL 62 |
197 | #define ANVIL 63 |
190 | #define ANVIL 63 |
198 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
199 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
192 | #define MOOD_FLOOR 65 /* |
200 | * values of last_sp set how to change: |
193 | * values of last_sp set how to change: |
201 | * 0 = furious, all monsters become aggressive |
194 | * 0 = furious, all monsters become aggressive |
202 | * 1 = angry, all but friendly become aggressive |
195 | * 1 = angry, all but friendly become aggressive |
203 | * 2 = calm, all aggressive monsters calm down |
196 | * 2 = calm, all aggressive monsters calm down |
204 | * 3 = sleep, all monsters fall asleep |
197 | * 3 = sleep, all monsters fall asleep |
205 | * 4 = charm, monsters become pets */ |
198 | * 4 = charm, monsters become pets |
206 | #define EXIT 66 |
199 | * 5 = destroy monsters |
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200 | * 6 = destroy pets / friendlies |
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201 | */ |
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202 | #define EXIT 66 |
207 | #define ENCOUNTER 67 |
203 | #define ENCOUNTER 67 |
208 | #define SHOP_FLOOR 68 |
204 | #define SHOP_FLOOR 68 |
209 | #define SHOP_MAT 69 |
205 | #define SHOP_MAT 69 |
210 | #define RING 70 |
206 | #define RING 70 |
211 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
207 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
212 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
213 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
214 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
215 | #define LIGHTER 75 |
211 | #define LIGHTER 75 |
216 | |
212 | //76 |
217 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
218 | * types are not used in any archetypes, and should perhaps be removed. |
214 | //78 |
219 | */ |
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220 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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221 | |
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222 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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223 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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224 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
215 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
225 | in the engine. Like statues, clocks, chairs,... |
216 | in the engine. Like statues, clocks, chairs,... |
226 | If perhaps we create a function where we can sit |
217 | If perhaps we create a function where we can sit |
227 | on chairs, we create a new type and remove all |
218 | on chairs, we create a new type and remove all |
228 | chairs from here. */ |
219 | chairs from here. */ |
229 | #define MONSTER 80 |
220 | //80 |
230 | /* yes, thats a real, living creature */ |
221 | //81 |
231 | #define SPAWN_GENERATOR 81 |
222 | #define LAMP 82 /* a lamp */ |
232 | /* a spawn point or monster generator object */ |
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233 | #define LAMP 82 /* a lamp */ |
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234 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
235 | #define TOOL 84 /* a tool for building objects */ |
224 | //84 |
236 | #define SPELLBOOK 85 |
225 | #define SPELLBOOK 85 |
237 | #define BUILDFAC 86 /* facilities for building objects */ |
226 | //86 |
238 | #define CLOAK 87 |
227 | #define CLOAK 87 |
239 | |
228 | //88 |
240 | /*#define CONE 88 */ |
229 | //89 |
241 | |
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242 | /*#define AURA 89 *//* aura spell object */ |
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243 | |
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244 | #define SPINNER 90 |
230 | #define SPINNER 90 |
245 | #define GATE 91 |
231 | #define GATE 91 |
246 | #define BUTTON 92 |
232 | #define BUTTON 92 |
247 | #define CF_HANDLE 93 |
233 | #define CF_HANDLE 93 |
248 | #define HOLE 94 |
234 | #define HOLE 94 |
249 | #define TRAPDOOR 95 |
235 | #define TRAPDOOR 95 |
250 | |
236 | //96 |
251 | /*#define WORD_OF_RECALL 96 */ |
237 | //97 |
252 | |
238 | #define SIGN 98 |
253 | /*#define PARAIMAGE 97 */ |
239 | #define BOOTS 99 |
254 | #define SIGN 98 |
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255 | #define BOOTS 99 |
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256 | #define GLOVES 100 |
240 | #define GLOVES 100 |
257 | #define SPELL 101 |
241 | #define SPELL 101 |
258 | #define SPELL_EFFECT 102 |
242 | #define SPELL_EFFECT 102 |
259 | #define CONVERTER 103 |
243 | #define CONVERTER 103 |
260 | #define BRACERS 104 |
244 | #define BRACERS 104 |
261 | #define POISONING 105 |
245 | #define POISONING 105 |
262 | #define SAVEBED 106 |
246 | #define SAVEBED 106 |
263 | #define POISONCLOUD 107 |
247 | //107 |
264 | #define FIREHOLES 108 |
248 | //108 |
265 | #define WAND 109 |
249 | #define WAND 109 |
266 | |
250 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
267 | /*#define ABILITY 110*/ |
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268 | #define SCROLL 111 |
251 | #define SCROLL 111 |
269 | #define DIRECTOR 112 |
252 | #define DIRECTOR 112 |
270 | #define GIRDLE 113 |
253 | #define GIRDLE 113 |
271 | #define FORCE 114 |
254 | #define FORCE 114 |
272 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
255 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
273 | #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ |
256 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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257 | //117 |
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258 | //118 |
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259 | //119 |
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260 | //120 |
274 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
261 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
275 | #define CONTAINER 122 |
262 | #define CONTAINER 122 |
276 | #define ARMOUR_IMPROVER 123 |
263 | #define ARMOUR_IMPROVER 123 |
277 | #define WEAPON_IMPROVER 124 |
264 | #define WEAPON_IMPROVER 124 |
278 | |
265 | //125 |
279 | /* unused: 125 - 129 |
266 | //126 |
280 | * type 125 was MONEY_CHANGER |
267 | //127 |
281 | */ |
268 | //128 |
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269 | //129 |
282 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
270 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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271 | //131 |
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272 | //132 |
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273 | //133 |
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274 | //134 |
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275 | //135 |
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276 | //136 |
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277 | //137 |
283 | #define DEEP_SWAMP 138 |
278 | #define DEEP_SWAMP 138 |
284 | #define IDENTIFY_ALTAR 139 |
279 | #define IDENTIFY_ALTAR 139 |
285 | |
280 | //140 |
286 | /*#define CANCELLATION 141*//* not used with new spell code */ |
281 | //141 |
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282 | //142 |
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283 | //143 |
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284 | //144 |
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285 | //145 |
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286 | //146 |
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287 | //147 |
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288 | //148 |
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289 | //149 |
287 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
290 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
288 | |
291 | //151 |
289 | /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ |
292 | //152 |
290 | |
293 | //153 |
291 | /*#define SWARM_SPELL 153*/ |
294 | #define RUNE 154 |
292 | #define RUNE 154 |
295 | #define TRAP 155 |
293 | #define TRAP 155 |
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294 | |
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295 | #define POWER_CRYSTAL 156 |
296 | #define POWER_CRYSTAL 156 |
296 | #define CORPSE 157 |
297 | #define CORPSE 157 |
297 | |
298 | #define DISEASE 158 |
298 | #define DISEASE 158 |
299 | #define SYMPTOM 159 |
299 | #define SYMPTOM 159 |
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300 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
300 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
301 | #define MATERIAL 161/* Material for building */ |
301 | #define MATERIAL 161 /* Material for building */ |
302 | |
302 | //162 |
303 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
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304 | #define ITEM_TRANSFORMER 163/* Transforming one item with another */ |
303 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
305 | #define QUEST 164/* See below for subtypes */ |
304 | //164 |
306 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
305 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
307 | potions, alchemy, or magic works here (elmex) */ |
306 | potions, alchemy, or magic works here (elmex) */ |
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307 | |
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308 | #define NUM_TYPES 166 // must be max(type) + 1 |
308 | |
309 | |
309 | /* END TYPE DEFINE */ |
310 | /* END TYPE DEFINE */ |
310 | |
311 | |
311 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
312 | // maximum supported subtype number + 1, can be increased to 256 |
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313 | // currently (2007-09) in use: 50 |
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314 | #define NUM_SUBTYPES 64 |
312 | |
315 | |
313 | /* Subtypes for BUILDER */ |
316 | /* Subtypes for BUILDER */ |
314 | #define ST_BD_BUILD 1 /* Builds an item */ |
317 | #define ST_BD_BUILD 1 /* Builds an item */ |
315 | #define ST_BD_REMOVE 2 /* Removes an item */ |
318 | #define ST_BD_REMOVE 2 /* Removes an item */ |
316 | |
319 | |
317 | /* Subtypes for MATERIAL */ |
320 | /* Subtypes for MATERIAL */ |
318 | #define ST_MAT_FLOOR 1 /* Floor */ |
321 | #define ST_MAT_FLOOR 1 /* Floor */ |
319 | #define ST_MAT_WALL 2 /* Wall */ |
322 | #define ST_MAT_WALL 2 /* Wall */ |
320 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
323 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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382 | #define PU_READABLES 0x00400000 |
385 | #define PU_READABLES 0x00400000 |
383 | #define PU_MAGIC_DEVICE 0x00800000 |
386 | #define PU_MAGIC_DEVICE 0x00800000 |
384 | |
387 | |
385 | #define PU_NOT_CURSED 0x01000000 |
388 | #define PU_NOT_CURSED 0x01000000 |
386 | #define PU_JEWELS 0x02000000 |
389 | #define PU_JEWELS 0x02000000 |
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390 | #define PU_FLESH 0x04000000 |
387 | |
391 | |
388 | |
392 | |
389 | /* Instead of using arbitrary constants for indexing the |
393 | /* Instead of using arbitrary constants for indexing the |
390 | * freearr, add these values. <= SIZEOFFREE1 will get you |
394 | * freearr, add these values. <= SIZEOFFREE1 will get you |
391 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
395 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
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… | |
396 | #define SIZEOFFREE2 24 |
400 | #define SIZEOFFREE2 24 |
397 | #define SIZEOFFREE 49 |
401 | #define SIZEOFFREE 49 |
398 | |
402 | |
399 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
403 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
400 | |
404 | |
401 | /* Flag structure now changed. |
405 | /* |
402 | * Each flag is now a bit offset, starting at zero. The macros |
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403 | * will update/read the appropriate flag element in the object |
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404 | * structure. |
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405 | * |
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406 | * Hopefully, since these offsets are integer constants set at run time, |
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407 | * the compiler will reduce the macros something as simple as the |
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408 | * old system was. |
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409 | * |
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410 | * Flags now have FLAG as the prefix. This to be clearer, and also |
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411 | * to make sure F_ names are not still being used anyplace. |
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412 | * |
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413 | * The macros below assume that the flag size for each element is 32 |
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414 | * bits. IF it is smaller, bad things will happen. See structs.h |
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415 | * for more info. |
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416 | * |
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417 | * All functions should use the macros below. In process of converting |
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418 | * to the new system, I find several files that did not use the previous |
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419 | * macros. |
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420 | * |
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421 | * If any FLAG's are or changed, make sure the flag_names structure in |
406 | * If any FLAG's are added or changed, make sure the flag_names structure in |
422 | * common/loader.l is updated. |
407 | * common/loader.l is updated. |
423 | * |
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424 | * flags[0] is 0 to 31 |
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425 | * flags[1] is 32 to 63 |
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426 | * flags[2] is 64 to 95 |
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427 | * flags[3] is 96 to 127 |
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428 | */ |
408 | */ |
429 | |
409 | |
430 | /* Basic routines to do above */ |
410 | /* Basic routines to do above */ |
431 | #define SET_FLAG(xyz, p) \ |
411 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
432 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
412 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
433 | #define CLEAR_FLAG(xyz, p) \ |
413 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
434 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
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435 | #define QUERY_FLAG(xyz, p) \ |
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436 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
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437 | #define COMPARE_FLAGS(p,q) \ |
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438 | ( \ |
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439 | ((p)->flags[0] == (q)->flags[0]) && \ |
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440 | ((p)->flags[1] == (q)->flags[1]) && \ |
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441 | ((p)->flags[2] == (q)->flags[2]) && \ |
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442 | ((p)->flags[3] == (q)->flags[3]) \ |
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443 | ) |
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444 | |
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445 | /* convenience macros to determine what kind of things we are dealing with */ |
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446 | |
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447 | #define IS_WEAPON(op) \ |
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448 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
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449 | |
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450 | #define IS_ARMOR(op) \ |
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451 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
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452 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
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453 | op->type == BRACERS || op->type == GIRDLE) |
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454 | |
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455 | #define IS_LIVE(op) \ |
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456 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
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457 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
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458 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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459 | |
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460 | #define IS_ARROW(op) \ |
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461 | (op->type==ARROW || \ |
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462 | (op->type==SPELL_EFFECT && \ |
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463 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
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464 | |
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465 | /* This return TRUE if object has still randomitems which |
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466 | * could be expanded. |
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467 | */ |
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468 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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469 | |
414 | |
470 | /* the flags */ |
415 | /* the flags */ |
471 | |
416 | |
472 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
417 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
473 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
418 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
474 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
419 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
475 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
420 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
476 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
421 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
477 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
422 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
478 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
423 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
479 | #define FLAG_USE_SHIELD 7 |
424 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
480 | /* Can this creature use a shield? */ |
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481 | |
425 | |
482 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
426 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
483 | |
427 | |
484 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
428 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
485 | |
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486 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
429 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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430 | |
487 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
431 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
488 | |
432 | |
489 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
433 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
490 | |
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491 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
434 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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435 | |
492 | #define FLAG_MONSTER 14 /* Will attack players */ |
436 | #define FLAG_MONSTER 14 /* Will attack players */ |
493 | #define FLAG_FRIENDLY 15 /* Will help players */ |
437 | #define FLAG_FRIENDLY 15 /* Will help players */ |
494 | |
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495 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
438 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
496 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
439 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
497 | #define FLAG_AUTO_APPLY 18 |
440 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
498 | /* Will be applied when created */ |
441 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
499 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
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500 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
442 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
501 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
443 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
502 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
444 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
503 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
445 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
504 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
446 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
505 | |
447 | |
506 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
448 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
507 | |
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508 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
449 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
509 | |
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510 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
450 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
511 | #define FLAG_IS_USED_UP 28 |
451 | |
512 | /* When (--food<0) the object will exit */ |
452 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
513 | #define FLAG_IDENTIFIED 29 |
453 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
514 | /* Player knows full info about item */ |
454 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
515 | #define FLAG_REFLECTING 30 |
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516 | /* Object reflects from walls (lightning) */ |
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517 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
455 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
518 | |
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519 | /* Start of values in flags[1] */ |
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520 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
456 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
521 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
457 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
522 | #define FLAG_STARTEQUIP 34 |
458 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
523 | /* Object was given to player at start */ |
459 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
524 | #define FLAG_BLOCKSVIEW 35 |
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525 | /* Object blocks view */ |
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526 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
460 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
527 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
461 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
528 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
462 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
529 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
463 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
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464 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
530 | |
465 | |
531 | #define FLAG_REFL_SPELL 40 |
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532 | /* Spells (some) will reflect from object */ |
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533 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
466 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
534 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
467 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
535 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
468 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
536 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
469 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
537 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
470 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
538 | but can still attack at a distance */ |
471 | but can still attack at a distance */ |
539 | |
472 | |
540 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
473 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
541 | thru this object as if it wasn't there */ |
474 | thru this object as if it wasn't there */ |
542 | |
475 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
543 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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544 | |
476 | |
545 | #define FLAG_PICK_UP 48 /* Can pick up */ |
477 | #define FLAG_PICK_UP 48 /* Can pick up */ |
546 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
478 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
547 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
479 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
548 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
480 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
549 | #define FLAG_CAST_SPELL 52 |
481 | |
550 | /* (Monster) can learn and cast spells */ |
482 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
551 | #define FLAG_USE_SCROLL 53 |
483 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
552 | /* (Monster) can read scroll */ |
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553 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
484 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
554 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
485 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
555 | |
486 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
556 | #define FLAG_USE_ARMOUR 56 |
487 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
557 | /* (Monster) can wear armour/shield/helmet */ |
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558 | #define FLAG_USE_WEAPON 57 |
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559 | /* (Monster) can wield weapons */ |
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560 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
488 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
561 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
489 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
562 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
490 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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491 | |
563 | #define FLAG_XRAYS 61 /* X-ray vision */ |
492 | #define FLAG_XRAYS 61 /* X-ray vision */ |
564 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
493 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
565 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
494 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
566 | |
495 | |
567 | /* Start of values in flags[2] */ |
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568 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
496 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
569 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
497 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
570 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
498 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
571 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
499 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
572 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
500 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
585 | |
513 | |
586 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
514 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
587 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
515 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
588 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
516 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
589 | |
517 | |
590 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
518 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
591 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
519 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
592 | #define FLAG_MAKE_INVIS 85 |
520 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
593 | /* (Item) gives invisibility when applied */ |
521 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
594 | #define FLAG_INV_LOCKED 86 |
522 | |
595 | /* Item will not be dropped from inventory */ |
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596 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
523 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
597 | |
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598 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
524 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
599 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
525 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
600 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
526 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
601 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
527 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
602 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
528 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
603 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
529 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
604 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
530 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
605 | |
531 | |
606 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
532 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
607 | |
533 | |
608 | /* Start of values in flags[3] */ |
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609 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
534 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
610 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
535 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
611 | * away (replaces ghosthit) |
536 | * away (replaces ghosthit) |
612 | */ |
537 | */ |
613 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
538 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
617 | */ |
542 | */ |
618 | |
543 | |
619 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
620 | object */ |
545 | object */ |
621 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
622 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
623 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
624 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
625 | * load_original_map() */ |
550 | * load_original_map() */ |
626 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
627 | * the overlay, and is not subject to |
552 | // * the overlay, and is not subject to |
628 | * decay. */ |
553 | // * decay. */ |
629 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
554 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
630 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
555 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
631 | #define FLAG_IS_WATER 107 |
556 | #define FLAG_IS_WATER 107 |
632 | #define FLAG_CONTENT_ON_GEN 108 |
557 | #define FLAG_CONTENT_ON_GEN 108 |
633 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
558 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
634 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
559 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
635 | #define FLAG_AFK 111 /* Player is AFK */ |
560 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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561 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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562 | |
636 | #define NUM_FLAGS 111 /* Should always be equal to the last |
563 | #define NUM_FLAGS 113 /* Should always be equal to the last |
637 | * defined flag. If you change this, |
564 | * defined flag + 1. If you change this, |
638 | * make sure you update the flag_links |
565 | * make sure you update the flag_links |
639 | * in common/loader.l |
566 | * in common/loader.l |
640 | */ |
567 | */ |
641 | |
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642 | /* Values can go up to 127 before the size of the flags array in the |
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643 | * object structure needs to be enlarged. |
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644 | * So there are 18 available flags slots |
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645 | */ |
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646 | |
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647 | |
|
|
648 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
649 | |
|
|
650 | #if 0 |
|
|
651 | |
|
|
652 | /* These should no longer be needed - access move_slow_penalty |
|
|
653 | * directly. |
|
|
654 | */ |
|
|
655 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
656 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
657 | #endif |
|
|
658 | |
568 | |
659 | /* If you add new movement types, you may need to update |
569 | /* If you add new movement types, you may need to update |
660 | * describe_item() so properly describe those types. |
570 | * describe_item() so properly describe those types. |
661 | * change_abil() probably should be updated also. |
571 | * change_abil() probably should be updated also. |
662 | */ |
572 | */ |
663 | #define MOVE_WALK 0x1 /* Object walks */ |
573 | #define MOVE_WALK 0x01 /* Object walks */ |
664 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
574 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
665 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
575 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
666 | #define MOVE_FLYING 0x6 |
576 | #define MOVE_FLYING 0x06 |
667 | /* Combo of fly_low and fly_high */ |
577 | /* Combo of fly_low and fly_high */ |
668 | #define MOVE_SWIM 0x8 /* Swimming object */ |
578 | #define MOVE_SWIM 0x08 /* Swimming object */ |
669 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
579 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
580 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
581 | |
670 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
582 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
671 | |
|
|
672 | /* the normal assumption is that objects are walking/flying. |
|
|
673 | * So often we don't want to block movement, but still don't want |
|
|
674 | * to allow all types (swimming is rather specialized) - I also |
|
|
675 | * expect as more movement types show up, this is likely to get |
|
|
676 | * updated. Basically, this is the default for spaces that allow |
|
|
677 | * movement - anything but swimming right now. If you really |
|
|
678 | * want nothing at all, then can always set move_block to 0 |
|
|
679 | */ |
|
|
680 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
681 | |
583 | |
682 | /* typdef here to define type large enough to hold bitmask of |
584 | /* typdef here to define type large enough to hold bitmask of |
683 | * all movement types. Make one declaration so easy to update. |
585 | * all movement types. Make one declaration so easy to update. |
684 | * uint8 is defined yet, so just use what that would define it |
|
|
685 | * at anyways. |
|
|
686 | */ |
586 | */ |
687 | typedef unsigned char MoveType; |
587 | typedef unsigned char MoveType; |
688 | |
588 | |
689 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
589 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
690 | * Basically, ob2 has to block all of ob1 movement types. |
590 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
697 | * Add check - if type is 0, don't stop anything from moving |
597 | * Add check - if type is 0, don't stop anything from moving |
698 | * onto it. |
598 | * onto it. |
699 | * |
599 | * |
700 | */ |
600 | */ |
701 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
601 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
702 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
602 | ((type) && (ob1->move_type & type) == ob1->move_type) |
703 | |
|
|
704 | |
603 | |
705 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
604 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
706 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
605 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
707 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
606 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
708 | |
|
|
709 | /* Note: These values are only a default value, resizing can change them */ |
|
|
710 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
711 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
712 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
713 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
714 | |
|
|
715 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
716 | |
|
|
717 | #define E_MONSTER 0x00000001 |
|
|
718 | #define E_EXIT 0x00000002 |
|
|
719 | #define E_TREASURE 0x00000004 |
|
|
720 | #define E_BACKGROUND 0x00000008 |
|
|
721 | #define E_DOOR 0x00000010 |
|
|
722 | #define E_SPECIAL 0x00000020 |
|
|
723 | #define E_SHOP 0x00000040 |
|
|
724 | #define E_NORMAL 0x00000080 |
|
|
725 | #define E_FALSE_WALL 0x00000100 |
|
|
726 | #define E_WALL 0x00000200 |
|
|
727 | #define E_EQUIPMENT 0x00000400 |
|
|
728 | #define E_OTHER 0x00000800 |
|
|
729 | #define E_ARTIFACT 0x00001000 |
|
|
730 | |
607 | |
731 | #define EXIT_PATH(xyz) (xyz)->slaying |
608 | #define EXIT_PATH(xyz) (xyz)->slaying |
732 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
609 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
733 | #define EXIT_X(xyz) (xyz)->stats.hp |
610 | #define EXIT_X(xyz) (xyz)->stats.hp |
734 | #define EXIT_Y(xyz) (xyz)->stats.sp |
611 | #define EXIT_Y(xyz) (xyz)->stats.sp |
735 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
612 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
736 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
613 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
737 | |
614 | |
738 | /* for use by the lighting code */ |
615 | /* for use by the lighting code */ |
739 | #define MAX_LIGHT_RADII 4 |
616 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
740 | /* max radii for 'light' object, really |
|
|
741 | * large values allow objects that can |
617 | * large values allow objects that can |
742 | * slow down the game */ |
618 | * slow down the game */ |
743 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
619 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
744 | * practical reason to exceed this */ |
620 | * practical reason to exceed this */ |
745 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
621 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
755 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
631 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
756 | |
632 | |
757 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
633 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
758 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
634 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
759 | |
635 | |
760 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
761 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
762 | |
|
|
763 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
636 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
764 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
637 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
765 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
638 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
766 | |
639 | |
767 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
640 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
768 | each of them signed char, concatenated in a int16 */ |
641 | each of them signed char, concatenated in a int16 */ |
769 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
642 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
770 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
643 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
771 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
644 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
645 | |
772 | #define FIRE_DIRECTIONAL 0 |
646 | #define FIRE_DIRECTIONAL 0 |
773 | #define FIRE_POSITIONAL 1 |
647 | #define FIRE_POSITIONAL 1 |
774 | |
648 | |
775 | /******************************************************************************/ |
649 | /******************************************************************************/ |
776 | |
|
|
777 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
650 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
778 | |
|
|
779 | /******************************************************************************/ |
651 | /******************************************************************************/ |
780 | |
|
|
781 | /* if your monsters start acting wierd, mail me */ |
652 | /* if your monsters start acting wierd, mail me */ |
782 | |
|
|
783 | /******************************************************************************/ |
653 | /******************************************************************************/ |
784 | |
|
|
785 | /* the following definitions are for the attack_movement variable in monsters */ |
654 | /* the following definitions are for the attack_movement variable in monsters */ |
786 | |
|
|
787 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
655 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
788 | |
|
|
789 | /* set to zero */ |
656 | /* set to zero */ |
790 | |
|
|
791 | /* the standard mode of movement from previous versions of crossfire will be */ |
657 | /* the standard mode of movement from previous versions of crossfire will be */ |
792 | |
|
|
793 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
658 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
794 | |
|
|
795 | /* er has an enemy. these should only be used for non agressive monsters. */ |
659 | /* er has an enemy. these should only be used for non agressive monsters. */ |
796 | |
|
|
797 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
660 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
798 | |
|
|
799 | /* ment numbers example a monster that moves in a circle until attacked and */ |
661 | /* ment numbers example a monster that moves in a circle until attacked and */ |
800 | |
|
|
801 | /* then attacks from a distance: */ |
662 | /* then attacks from a distance: */ |
802 | |
|
|
803 | /* CIRCLE1 = 32 */ |
663 | /* CIRCLE1 = 32 */ |
804 | |
|
|
805 | /* + DISTATT = 1 */ |
664 | /* + DISTATT = 1 */ |
806 | |
|
|
807 | /* ------------------- */ |
665 | /* ------------------- */ |
808 | |
|
|
809 | /* attack_movement = 33 */ |
666 | /* attack_movement = 33 */ |
810 | |
|
|
811 | /******************************************************************************/ |
667 | /******************************************************************************/ |
812 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
668 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
813 | /* attack from a distance - good for missile users only */ |
669 | /* attack from a distance - good for missile users only */ |
814 | #define RUNATT 2 /* run but attack if player catches up to object */ |
670 | #define RUNATT 2 /* run but attack if player catches up to object */ |
815 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
671 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
849 | /* changing directions */ |
705 | /* changing directions */ |
850 | /* this is VERTICAL movement */ |
706 | /* this is VERTICAL movement */ |
851 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
707 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
852 | #define HI4 240 |
708 | #define HI4 240 |
853 | |
709 | |
854 | /* |
|
|
855 | * Use of the state-variable in player objects: |
|
|
856 | */ |
|
|
857 | |
|
|
858 | #define ST_PLAYING 0 |
|
|
859 | #define ST_PLAY_AGAIN 1 |
|
|
860 | #define ST_ROLL_STAT 2 |
|
|
861 | #define ST_CHANGE_CLASS 3 |
|
|
862 | #define ST_CONFIRM_QUIT 4 |
|
|
863 | #define ST_CONFIGURE 5 |
|
|
864 | #define ST_GET_NAME 6 |
|
|
865 | #define ST_GET_PASSWORD 7 |
|
|
866 | #define ST_CONFIRM_PASSWORD 8 |
|
|
867 | #define ST_GET_PARTY_PASSWORD 10 |
|
|
868 | |
|
|
869 | #define BLANK_FACE_NAME "blank.111" |
710 | #define BLANK_FACE_NAME "blank.x11" |
870 | #define EMPTY_FACE_NAME "empty.111" |
711 | #define EMPTY_FACE_NAME "empty.x11" |
871 | #define DARK_FACE1_NAME "dark1.111" |
|
|
872 | #define DARK_FACE2_NAME "dark2.111" |
|
|
873 | #define DARK_FACE3_NAME "dark3.111" |
|
|
874 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
875 | |
712 | |
876 | /* |
713 | /* |
877 | * Defines for the luck/random functions to make things more readable |
714 | * Defines for the luck/random functions to make things more readable |
878 | */ |
715 | */ |
879 | |
716 | |
880 | #define PREFER_HIGH 1 |
717 | #define PREFER_HIGH 1 |
881 | #define PREFER_LOW 0 |
718 | #define PREFER_LOW 0 |
882 | |
|
|
883 | /* Simple function we use below to keep adding to the same string |
|
|
884 | * but also make sure we don't overwrite that string. |
|
|
885 | */ |
|
|
886 | static inline void |
|
|
887 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
888 | { |
|
|
889 | if (*curlen == (maxlen - 1)) |
|
|
890 | return; |
|
|
891 | |
|
|
892 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
893 | dest[maxlen - 1] = 0; |
|
|
894 | *curlen += strlen (orig); |
|
|
895 | |
|
|
896 | if (*curlen > (maxlen - 1)) |
|
|
897 | *curlen = maxlen - 1; |
|
|
898 | } |
|
|
899 | |
|
|
900 | |
|
|
901 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
902 | * Ideally, all functions should use the SAFE functions, but they |
|
|
903 | * require some extra support in the calling function to remain as |
|
|
904 | * efficient. |
|
|
905 | */ |
|
|
906 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
907 | if(variable) { \ |
|
|
908 | int i,j=0; \ |
|
|
909 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
910 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
911 | if(variable & (1<<i)) { \ |
|
|
912 | if (j) \ |
|
|
913 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
914 | else \ |
|
|
915 | j = 1; \ |
|
|
916 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
917 | } \ |
|
|
918 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
919 | } |
|
|
920 | |
|
|
921 | |
|
|
922 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
923 | |
|
|
924 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
925 | if(variable) { \ |
|
|
926 | int i,j=0; \ |
|
|
927 | strcat(retbuf,"(" name ": "); \ |
|
|
928 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
929 | if(variable & (1<<i)) { \ |
|
|
930 | if (j) \ |
|
|
931 | strcat(retbuf,", "); \ |
|
|
932 | else \ |
|
|
933 | j = 1; \ |
|
|
934 | strcat(retbuf, attacks[i]); \ |
|
|
935 | } \ |
|
|
936 | strcat(retbuf,")"); \ |
|
|
937 | } |
|
|
938 | |
|
|
939 | |
|
|
940 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
941 | if(variable) { \ |
|
|
942 | int i,j=0; \ |
|
|
943 | strcat(retbuf,"(" name ": "); \ |
|
|
944 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
945 | if(variable & (1<<i)) { \ |
|
|
946 | if (j) \ |
|
|
947 | strcat(retbuf,", "); \ |
|
|
948 | else \ |
|
|
949 | j = 1; \ |
|
|
950 | strcat(retbuf, spellpathnames[i]); \ |
|
|
951 | } \ |
|
|
952 | strcat(retbuf,")"); \ |
|
|
953 | } |
|
|
954 | |
|
|
955 | |
|
|
956 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
957 | if(variable) { \ |
|
|
958 | int i,j=0; \ |
|
|
959 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
960 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
961 | if(variable & (1<<i)) { \ |
|
|
962 | if (j) \ |
|
|
963 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
964 | else \ |
|
|
965 | j = 1; \ |
|
|
966 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
967 | } \ |
|
|
968 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
969 | } |
|
|
970 | |
719 | |
971 | /* Flags for apply_special() */ |
720 | /* Flags for apply_special() */ |
972 | enum apply_flag |
721 | enum apply_flag |
973 | { |
722 | { |
974 | /* Basic flags, always use one of these */ |
723 | /* Basic flags/mode, always use one of these */ |
975 | AP_NULL = 0, |
724 | AP_TOGGLE = 0, |
976 | AP_APPLY = 1, |
725 | AP_APPLY = 1, |
977 | AP_UNAPPLY = 2, |
726 | AP_UNAPPLY = 2, |
978 | |
727 | |
979 | AP_BASIC_FLAGS = 15, |
728 | AP_BASIC_FLAGS = 0x0f, |
980 | |
729 | |
981 | /* Optional flags, for bitwise or with a basic flag */ |
730 | /* Optional flags, for bitwise or with a basic flag */ |
982 | AP_NO_MERGE = 16, |
731 | AP_NO_MERGE = 0x10, |
983 | AP_IGNORE_CURSE = 32, |
732 | AP_IGNORE_CURSE = 0x20, |
984 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
733 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
985 | /* Note this is supported in all the functions */ |
734 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
986 | }; |
735 | }; |
987 | |
736 | |
988 | /* Bitmask values for 'can_apply_object()' return values. |
737 | /* Bitmask values for 'can_apply_object()' return values. |
989 | * the CAN_APPLY_ prefix is to just note what function the |
738 | * the CAN_APPLY_ prefix is to just note what function the |
990 | * are returned from. |
739 | * are returned from. |
… | |
… | |
1016 | #define CAN_APPLY_NOT_MASK 0xf |
765 | #define CAN_APPLY_NOT_MASK 0xf |
1017 | #define CAN_APPLY_UNAPPLY 0x10 |
766 | #define CAN_APPLY_UNAPPLY 0x10 |
1018 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
767 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
1019 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
768 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
1020 | |
769 | |
1021 | /* Cut off point of when an object is put on the active list or not */ |
770 | // Cut off point of when an object is put on the active list or not |
1022 | #define MIN_ACTIVE_SPEED 0.00001 |
771 | // we use 2**-n because that can be represented exactly |
|
|
772 | // also make sure that this is a float, not double, constant |
|
|
773 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
1023 | |
774 | |
1024 | /* |
775 | #define RANDOM() (rndm.next () & 0xffffffU) |
1025 | * random() is much better than rand(). If you have random(), use it instead. |
|
|
1026 | * You shouldn't need to change any of this |
|
|
1027 | * |
|
|
1028 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
1029 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
1030 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
1031 | * |
|
|
1032 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
1033 | * here. |
|
|
1034 | */ |
|
|
1035 | |
|
|
1036 | #ifdef HAVE_SRANDOM |
|
|
1037 | # define RANDOM() random() |
|
|
1038 | # define SRANDOM(xyz) srandom(xyz) |
|
|
1039 | #else |
|
|
1040 | # ifdef HAVE_SRAND48 |
|
|
1041 | # define RANDOM() lrand48() |
|
|
1042 | # define SRANDOM(xyz) srand48(xyz) |
|
|
1043 | # else |
|
|
1044 | # ifdef HAVE_SRAND |
|
|
1045 | # define RANDOM() rand() |
|
|
1046 | # define SRANDOM(xyz) srand(xyz) |
|
|
1047 | # else |
|
|
1048 | # error "Could not find a usable random routine" |
|
|
1049 | # endif |
|
|
1050 | # endif |
|
|
1051 | #endif |
|
|
1052 | |
776 | |
1053 | /* Returns the weight of the given object. Note: it does not take the number of |
777 | /* Returns the weight of the given object. Note: it does not take the number of |
1054 | * items (nrof) into account. |
778 | * items (nrof) into account. |
|
|
779 | * (this looks rather bogus, schmorp) |
1055 | */ |
780 | */ |
1056 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
781 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
1057 | |
|
|
1058 | |
|
|
1059 | /* Code fastening defines |
|
|
1060 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
1061 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
1062 | * the '\0' caracter will not be put at end of buf__. |
|
|
1063 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
1064 | * and clean up the string. (Lots faster than doing each time...) |
|
|
1065 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
1066 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
1067 | * kown in advance. |
|
|
1068 | */ |
|
|
1069 | |
|
|
1070 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
1071 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
1072 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
1073 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
1074 | |
|
|
1075 | /* You may uncomment following define to check sanity of code. |
|
|
1076 | * But use as debug only (loses all speed gained by those macros) |
|
|
1077 | */ |
|
|
1078 | |
|
|
1079 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1080 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1081 | |
|
|
1082 | |
|
|
1083 | |
|
|
1084 | |
|
|
1085 | |
|
|
1086 | |
|
|
1087 | |
782 | |
1088 | /* |
783 | /* |
1089 | * Warning! |
784 | * Warning! |
1090 | * If you add message types here, don't forget |
785 | * If you add message types here, don't forget |
1091 | * to keep the client up to date too! |
786 | * to keep the client up to date too! |
1092 | */ |
787 | */ |
1093 | |
|
|
1094 | |
788 | |
1095 | /* message types */ |
789 | /* message types */ |
1096 | #define MSG_TYPE_BOOK 1 |
790 | #define MSG_TYPE_BOOK 1 |
1097 | #define MSG_TYPE_CARD 2 |
791 | #define MSG_TYPE_CARD 2 |
1098 | #define MSG_TYPE_PAPER 3 |
792 | #define MSG_TYPE_PAPER 3 |
… | |
… | |
1177 | |
871 | |
1178 | /* admin messages */ |
872 | /* admin messages */ |
1179 | #define MSG_TYPE_ADMIN_RULES 1 |
873 | #define MSG_TYPE_ADMIN_RULES 1 |
1180 | #define MSG_TYPE_ADMIN_NEWS 2 |
874 | #define MSG_TYPE_ADMIN_NEWS 2 |
1181 | |
875 | |
|
|
876 | /** |
|
|
877 | * Maximum distance a player may hear a sound from. |
|
|
878 | * This is only used for new client/server sound. If the sound source |
|
|
879 | * on the map is farther away than this, we don't sent it to the client. |
|
|
880 | */ |
|
|
881 | #define MAX_SOUND_DISTANCE 16 |
|
|
882 | |
|
|
883 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
884 | #define INFO_CHANNEL "info" // lower_left box |
|
|
885 | #define SAY_CHANNEL "channel-say" |
|
|
886 | #define CHAT_CHANNEL "channel-chat" |
|
|
887 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
888 | |
|
|
889 | /* The following are the color flags passed to new_draw_info. |
|
|
890 | * |
|
|
891 | * We also set up some control flags |
|
|
892 | * |
|
|
893 | * NDI = New Draw Info |
|
|
894 | */ |
|
|
895 | |
|
|
896 | /* Color specifications - note these match the order in xutil.c */ |
|
|
897 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
898 | * be implicitly specified. |
|
|
899 | */ |
|
|
900 | #define NDI_BLACK 0 |
|
|
901 | #define NDI_WHITE 1 |
|
|
902 | #define NDI_NAVY 2 |
|
|
903 | #define NDI_RED 3 |
|
|
904 | #define NDI_ORANGE 4 |
|
|
905 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
906 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
907 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
908 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
909 | /* Than seagreen - also background color */ |
|
|
910 | #define NDI_GREY 9 |
|
|
911 | #define NDI_BROWN 10 /* Sienna */ |
|
|
912 | #define NDI_GOLD 11 |
|
|
913 | #define NDI_TAN 12 /* Khaki */ |
|
|
914 | |
|
|
915 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
916 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
917 | /* using an int anyways, so we have the space */ |
|
|
918 | /* to still do all the flags */ |
|
|
919 | |
|
|
920 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
921 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
922 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
923 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
924 | |
|
|
925 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
926 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
927 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
928 | |
1182 | #endif /* DEFINE_H */ |
929 | #endif /* DEFINE_H */ |
1183 | |
930 | |