1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* 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 */ |
26 | |
25 | |
27 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
… | |
… | |
50 | #endif |
49 | #endif |
51 | #ifndef MAX |
50 | #ifndef MAX |
52 | # define MAX(x,y) max (x, y) |
51 | # define MAX(x,y) max (x, y) |
53 | #endif |
52 | #endif |
54 | |
53 | |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
56 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
57 | # define NAME_MAX 255 |
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58 | #endif |
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59 | |
56 | |
60 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
61 | #ifndef MAX3 |
58 | #ifndef MAX3 |
62 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
63 | #endif |
60 | #endif |
… | |
… | |
68 | #endif |
65 | #endif |
69 | |
66 | |
70 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
71 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
72 | |
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 | |
73 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
74 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
75 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
76 | #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 */ |
77 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
78 | |
85 | |
79 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
80 | |
87 | |
81 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
… | |
… | |
266 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
273 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
267 | |
274 | |
268 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
275 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
269 | potions, alchemy, or magic works here (elmex) */ |
276 | potions, alchemy, or magic works here (elmex) */ |
270 | |
277 | |
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278 | #define NUM_TYPES 166 // must be max(type) + 1 |
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279 | |
271 | /* DEAD TYPES: */ |
280 | /* DEAD TYPES: */ |
272 | //#define FBULLET 10 |
281 | //#define FBULLET 10 |
273 | //#define FBALL 11 |
282 | //#define FBALL 11 |
274 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
283 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
275 | //#define CONFUSION 19 |
284 | //#define CONFUSION 19 |
… | |
… | |
285 | * misc_object, monster, and spawn_generator |
294 | * misc_object, monster, and spawn_generator |
286 | * types are not used in any archetypes, |
295 | * types are not used in any archetypes, |
287 | * and should perhaps be removed. |
296 | * and should perhaps be removed. |
288 | * |
297 | * |
289 | * Wed Dec 20 13:35:24 CET 2006: |
298 | * Wed Dec 20 13:35:24 CET 2006: |
290 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
299 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
300 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
292 | * renamed WALL to BUILDABLE_WALL. |
301 | * renamed WALL to BUILDABLE_WALL. |
293 | */ |
302 | */ |
294 | |
303 | |
295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
304 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
… | |
… | |
421 | |
430 | |
422 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
431 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
423 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
432 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
424 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
433 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
425 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
434 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
426 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
435 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
427 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
436 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
428 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
437 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
429 | #define FLAG_USE_SHIELD 7 |
438 | #define FLAG_USE_SHIELD 7 |
430 | /* Can this creature use a shield? */ |
439 | /* Can this creature use a shield? */ |
431 | |
440 | |
… | |
… | |
444 | |
453 | |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
454 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
455 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
447 | #define FLAG_AUTO_APPLY 18 |
456 | #define FLAG_AUTO_APPLY 18 |
448 | /* Will be applied when created */ |
457 | /* Will be applied when created */ |
449 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
458 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
459 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
460 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
461 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
462 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
463 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
504 | /* (Monster) can wear armour/shield/helmet */ |
513 | /* (Monster) can wear armour/shield/helmet */ |
505 | #define FLAG_USE_WEAPON 57 |
514 | #define FLAG_USE_WEAPON 57 |
506 | /* (Monster) can wield weapons */ |
515 | /* (Monster) can wield weapons */ |
507 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
516 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
508 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
517 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
518 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
519 | #define FLAG_XRAYS 61 /* X-ray vision */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
520 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
521 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
513 | |
522 | |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
523 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
531 | |
540 | |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
541 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
542 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
543 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
535 | |
544 | |
536 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
545 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
546 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
538 | #define FLAG_MAKE_INVIS 85 |
547 | #define FLAG_MAKE_INVIS 85 |
539 | /* (Item) gives invisibility when applied */ |
548 | /* (Item) gives invisibility when applied */ |
540 | #define FLAG_INV_LOCKED 86 |
549 | #define FLAG_INV_LOCKED 86 |
541 | /* Item will not be dropped from inventory */ |
550 | /* Item will not be dropped from inventory */ |
… | |
… | |
769 | */ |
778 | */ |
770 | |
779 | |
771 | #define PREFER_HIGH 1 |
780 | #define PREFER_HIGH 1 |
772 | #define PREFER_LOW 0 |
781 | #define PREFER_LOW 0 |
773 | |
782 | |
774 | /* Simple function we use below to keep adding to the same string |
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775 | * but also make sure we don't overwrite that string. |
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776 | */ |
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777 | static inline void |
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778 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
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779 | { |
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780 | if (*curlen == (maxlen - 1)) |
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781 | return; |
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782 | |
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783 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
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784 | dest[maxlen - 1] = 0; |
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785 | *curlen += strlen (orig); |
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786 | |
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787 | if (*curlen > (maxlen - 1)) |
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788 | *curlen = maxlen - 1; |
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789 | } |
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790 | |
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791 | |
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792 | /* The SAFE versions of these call the safe_strcat function above. |
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793 | * Ideally, all functions should use the SAFE functions, but they |
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794 | * require some extra support in the calling function to remain as |
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795 | * efficient. |
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796 | */ |
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797 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
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798 | if(variable) { \ |
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799 | int i,j=0; \ |
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800 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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801 | for(i=0; i<NROFATTACKS; i++) \ |
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802 | if(variable & (1<<i)) { \ |
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803 | if (j) \ |
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804 | safe_strcat(retbuf,", ", len, maxlen); \ |
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805 | else \ |
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806 | j = 1; \ |
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807 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
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808 | } \ |
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809 | safe_strcat(retbuf,")",len,maxlen); \ |
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810 | } |
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811 | |
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812 | |
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813 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
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814 | |
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815 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
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816 | if(variable) { \ |
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817 | int i,j=0; \ |
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818 | strcat(retbuf,"(" name ": "); \ |
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819 | for(i=0; i<NROFATTACKS; i++) \ |
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820 | if(variable & (1<<i)) { \ |
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821 | if (j) \ |
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822 | strcat(retbuf,", "); \ |
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823 | else \ |
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824 | j = 1; \ |
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825 | strcat(retbuf, attacks[i]); \ |
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826 | } \ |
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827 | strcat(retbuf,")"); \ |
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828 | } |
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829 | |
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830 | |
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831 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
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832 | if(variable) { \ |
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833 | int i,j=0; \ |
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834 | strcat(retbuf,"(" name ": "); \ |
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835 | for(i=0; i<NRSPELLPATHS; i++) \ |
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836 | if(variable & (1<<i)) { \ |
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837 | if (j) \ |
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838 | strcat(retbuf,", "); \ |
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839 | else \ |
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840 | j = 1; \ |
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841 | strcat(retbuf, spellpathnames[i]); \ |
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842 | } \ |
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843 | strcat(retbuf,")"); \ |
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844 | } |
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845 | |
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846 | |
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847 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
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848 | if(variable) { \ |
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849 | int i,j=0; \ |
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850 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
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851 | for(i=0; i<NRSPELLPATHS; i++) \ |
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852 | if(variable & (1<<i)) { \ |
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853 | if (j) \ |
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854 | safe_strcat(retbuf,", ", len, maxlen); \ |
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855 | else \ |
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856 | j = 1; \ |
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857 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
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858 | } \ |
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859 | safe_strcat(retbuf,")", len, maxlen); \ |
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860 | } |
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861 | |
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862 | /* Flags for apply_special() */ |
783 | /* Flags for apply_special() */ |
863 | enum apply_flag |
784 | enum apply_flag |
864 | { |
785 | { |
865 | /* Basic flags, always use one of these */ |
786 | /* Basic flags/mode, always use one of these */ |
866 | AP_NULL = 0, |
787 | AP_TOGGLE = 0, |
867 | AP_APPLY = 1, |
788 | AP_APPLY = 1, |
868 | AP_UNAPPLY = 2, |
789 | AP_UNAPPLY = 2, |
869 | |
790 | |
870 | AP_BASIC_FLAGS = 15, |
791 | AP_BASIC_FLAGS = 0x0f, |
871 | |
792 | |
872 | /* Optional flags, for bitwise or with a basic flag */ |
793 | /* Optional flags, for bitwise or with a basic flag */ |
873 | AP_NO_MERGE = 16, |
794 | AP_NO_MERGE = 0x10, |
874 | AP_IGNORE_CURSE = 32, |
795 | AP_IGNORE_CURSE = 0x20, |
875 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
796 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
876 | /* Note this is supported in all the functions */ |
797 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
877 | }; |
798 | }; |
878 | |
799 | |
879 | /* Bitmask values for 'can_apply_object()' return values. |
800 | /* Bitmask values for 'can_apply_object()' return values. |
880 | * the CAN_APPLY_ prefix is to just note what function the |
801 | * the CAN_APPLY_ prefix is to just note what function the |
881 | * are returned from. |
802 | * are returned from. |
… | |
… | |
907 | #define CAN_APPLY_NOT_MASK 0xf |
828 | #define CAN_APPLY_NOT_MASK 0xf |
908 | #define CAN_APPLY_UNAPPLY 0x10 |
829 | #define CAN_APPLY_UNAPPLY 0x10 |
909 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
830 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
910 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
831 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
911 | |
832 | |
912 | /* Cut off point of when an object is put on the active list or not */ |
833 | // Cut off point of when an object is put on the active list or not |
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834 | // we use 2**-n because that can be represented exactly |
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|
835 | // also make sure that this is a float, not double, constant |
913 | #define MIN_ACTIVE_SPEED 1e-5 |
836 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
914 | |
837 | |
915 | #define RANDOM() (rndm.next () & 0xffffffU) |
838 | #define RANDOM() (rndm.next () & 0xffffffU) |
916 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
839 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
917 | |
840 | |
918 | /* Returns the weight of the given object. Note: it does not take the number of |
841 | /* Returns the weight of the given object. Note: it does not take the number of |