1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
26 | |
26 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
27 | * around, this file should be better split between them - things |
28 | * around, this file should be better split between them - things |
… | |
… | |
110 | * flags |
111 | * flags |
111 | * Also, if you add new entries, try and fill up the holes in this list. |
112 | * Also, if you add new entries, try and fill up the holes in this list. |
112 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | */ |
114 | */ |
114 | |
115 | |
115 | /* type 0 will be undefined and shows a non valid type information */ |
116 | /* USED TYPES: (for dead types please look at the bottom of the type |
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117 | * definitions) |
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118 | */ |
116 | |
119 | |
117 | #define PLAYER 1 |
120 | /* type 0 objects have the default behaviour */ |
118 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
121 | |
119 | #define ROD 3 |
122 | #define PLAYER 1 |
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123 | #define TRANSPORT 2 /* see pod/objects.pod */ |
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124 | #define ROD 3 |
120 | #define TREASURE 4 |
125 | #define TREASURE 4 |
121 | #define POTION 5 |
126 | #define POTION 5 |
122 | #define FOOD 6 |
127 | #define FOOD 6 |
123 | #define POISON 7 |
128 | #define POISON 7 |
124 | #define BOOK 8 |
129 | #define BOOK 8 |
125 | #define CLOCK 9 |
130 | #define CLOCK 9 |
126 | |
131 | |
127 | /*#define FBULLET 10 */ |
132 | #define ARROW 13 |
128 | |
133 | #define BOW 14 |
129 | /*#define FBALL 11 */ |
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130 | #define LIGHTNING 12 |
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131 | #define ARROW 13 |
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132 | #define BOW 14 |
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133 | #define WEAPON 15 |
134 | #define WEAPON 15 |
134 | #define ARMOUR 16 |
135 | #define ARMOUR 16 |
135 | #define PEDESTAL 17 |
136 | #define PEDESTAL 17 |
136 | #define ALTAR 18 |
137 | #define ALTAR 18 |
137 | |
138 | |
138 | /*#define CONFUSION 19 */ |
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139 | #define LOCKED_DOOR 20 |
139 | #define LOCKED_DOOR 20 |
140 | #define SPECIAL_KEY 21 |
140 | #define SPECIAL_KEY 21 |
141 | #define MAP 22 |
141 | #define MAP 22 |
142 | #define DOOR 23 |
142 | #define DOOR 23 |
143 | #define KEY 24 |
143 | #define KEY 24 |
144 | |
144 | |
145 | /*#define MMISSILE 25 */ |
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146 | #define TIMED_GATE 26 |
145 | #define TIMED_GATE 26 |
147 | #define TRIGGER 27 |
146 | #define TRIGGER 27 |
148 | #define GRIMREAPER 28 |
147 | #define GRIMREAPER 28 |
149 | #define MAGIC_EAR 29 |
148 | #define MAGIC_EAR 29 |
150 | #define TRIGGER_BUTTON 30 |
149 | #define TRIGGER_BUTTON 30 |
151 | #define TRIGGER_ALTAR 31 |
150 | #define TRIGGER_ALTAR 31 |
152 | #define TRIGGER_PEDESTAL 32 |
151 | #define TRIGGER_PEDESTAL 32 |
153 | #define SHIELD 33 |
152 | #define SHIELD 33 |
154 | #define HELMET 34 |
153 | #define HELMET 34 |
155 | #define HORN 35 |
154 | #define HORN 35 |
156 | #define MONEY 36 |
155 | #define MONEY 36 |
157 | #define CLASS 37 /* object for applying character class modifications to someone */ |
156 | #define CLASS 37 /* object for applying character class modifications to someone */ |
158 | #define GRAVESTONE 38 |
157 | #define GRAVESTONE 38 |
159 | #define AMULET 39 |
158 | #define AMULET 39 |
160 | #define PLAYERMOVER 40 |
159 | #define PLAYERMOVER 40 |
161 | #define TELEPORTER 41 |
160 | #define TELEPORTER 41 |
162 | #define CREATOR 42 |
161 | #define CREATOR 42 |
163 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
162 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
164 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
163 | |
165 | /* experience for broad skill categories. This value */ |
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166 | /* is now automatically converteed at load time. */ |
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167 | #define EARTHWALL 45 |
164 | #define EARTHWALL 45 |
168 | #define GOLEM 46 |
165 | #define GOLEM 46 |
169 | |
166 | |
170 | /*#define BOMB 47 */ |
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171 | #define THROWN_OBJ 48 |
167 | #define THROWN_OBJ 48 |
172 | #define BLINDNESS 49 |
168 | #define BLINDNESS 49 |
173 | #define GOD 50 |
169 | #define GOD 50 |
174 | |
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175 | #define DETECTOR 51 /* peterm: detector is an object */ |
170 | #define DETECTOR 51 /* peterm: detector is an object |
176 | /* which notices the presense of */ |
171 | * which notices the presense of |
177 | /* another object and is triggered */ |
172 | * another object and is triggered |
178 | /* like buttons. */ |
173 | * like buttons. |
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174 | */ |
179 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
175 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
180 | /* force into a player with a specified string WHEN TRIGGERED. */ |
176 | * force into a player with a specified string WHEN TRIGGERED. |
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177 | */ |
181 | #define DEAD_OBJECT 53 |
178 | #define DEAD_OBJECT 53 |
182 | #define DRINK 54 |
179 | #define DRINK 54 |
183 | #define MARKER 55 /* inserts an invisible, weightless */ |
180 | #define MARKER 55 /* inserts an invisible, weightless |
184 | /* force into a player with a specified string. */ |
181 | * force into a player with a specified string. |
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182 | */ |
185 | #define HOLY_ALTAR 56 |
183 | #define HOLY_ALTAR 56 |
186 | #define PLAYER_CHANGER 57 |
184 | #define PLAYER_CHANGER 57 |
187 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
185 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
188 | |
186 | |
189 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
187 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
190 | /* a monster into a peaceful being incapable of attack. */ |
188 | * a monster into a peaceful being incapable of attack. |
191 | #define GEM 60 |
189 | */ |
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190 | #define GEM 60 |
192 | |
191 | |
193 | /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ |
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194 | #define FIREWALL 62 |
192 | #define FIREWALL 62 |
195 | #define ANVIL 63 |
193 | #define ANVIL 63 |
196 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
194 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
197 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
195 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
198 | * values of last_sp set how to change: |
196 | * values of last_sp set how to change: |
199 | * 0 = furious, all monsters become aggressive |
197 | * 0 = furious, all monsters become aggressive |
200 | * 1 = angry, all but friendly become aggressive |
198 | * 1 = angry, all but friendly become aggressive |
201 | * 2 = calm, all aggressive monsters calm down |
199 | * 2 = calm, all aggressive monsters calm down |
202 | * 3 = sleep, all monsters fall asleep |
200 | * 3 = sleep, all monsters fall asleep |
203 | * 4 = charm, monsters become pets */ |
201 | * 4 = charm, monsters become pets */ |
204 | #define EXIT 66 |
202 | #define EXIT 66 |
205 | #define ENCOUNTER 67 |
203 | #define ENCOUNTER 67 |
206 | #define SHOP_FLOOR 68 |
204 | #define SHOP_FLOOR 68 |
207 | #define SHOP_MAT 69 |
205 | #define SHOP_MAT 69 |
208 | #define RING 70 |
206 | #define RING 70 |
209 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
207 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
210 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
211 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
212 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
213 | #define LIGHTER 75 |
211 | #define LIGHTER 75 |
214 | |
212 | |
215 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
216 | * types are not used in any archetypes, and should perhaps be removed. |
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217 | */ |
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218 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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219 | |
214 | |
220 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
215 | |
221 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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222 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
216 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
223 | in the engine. Like statues, clocks, chairs,... |
217 | in the engine. Like statues, clocks, chairs,... |
224 | If perhaps we create a function where we can sit |
218 | If perhaps we create a function where we can sit |
225 | on chairs, we create a new type and remove all |
219 | on chairs, we create a new type and remove all |
226 | chairs from here. */ |
220 | chairs from here. */ |
227 | #define MONSTER 80 |
221 | |
228 | /* yes, thats a real, living creature */ |
222 | #define LAMP 82 /* a lamp */ |
229 | #define SPAWN_GENERATOR 81 |
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230 | /* a spawn point or monster generator object */ |
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231 | #define LAMP 82 /* a lamp */ |
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232 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
233 | #define TOOL 84 /* a tool for building objects */ |
224 | |
234 | #define SPELLBOOK 85 |
225 | #define SPELLBOOK 85 |
235 | #define BUILDFAC 86 /* facilities for building objects */ |
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236 | #define CLOAK 87 |
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237 | |
226 | |
238 | /*#define CONE 88 */ |
227 | #define CLOAK 87 |
239 | |
228 | |
240 | /*#define AURA 89 *//* aura spell object */ |
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241 | |
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242 | #define SPINNER 90 |
229 | #define SPINNER 90 |
243 | #define GATE 91 |
230 | #define GATE 91 |
244 | #define BUTTON 92 |
231 | #define BUTTON 92 |
245 | #define CF_HANDLE 93 |
232 | #define CF_HANDLE 93 |
246 | #define HOLE 94 |
233 | #define HOLE 94 |
247 | #define TRAPDOOR 95 |
234 | #define TRAPDOOR 95 |
248 | |
235 | |
249 | /*#define WORD_OF_RECALL 96 */ |
236 | #define SIGN 98 |
250 | |
237 | #define BOOTS 99 |
251 | /*#define PARAIMAGE 97 */ |
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252 | #define SIGN 98 |
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253 | #define BOOTS 99 |
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254 | #define GLOVES 100 |
238 | #define GLOVES 100 |
255 | #define SPELL 101 |
239 | #define SPELL 101 |
256 | #define SPELL_EFFECT 102 |
240 | #define SPELL_EFFECT 102 |
257 | #define CONVERTER 103 |
241 | #define CONVERTER 103 |
258 | #define BRACERS 104 |
242 | #define BRACERS 104 |
259 | #define POISONING 105 |
243 | #define POISONING 105 |
260 | #define SAVEBED 106 |
244 | #define SAVEBED 106 |
261 | #define POISONCLOUD 107 |
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262 | #define FIREHOLES 108 |
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263 | #define WAND 109 |
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264 | |
245 | |
265 | /*#define ABILITY 110*/ |
246 | #define WAND 109 |
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247 | |
266 | #define SCROLL 111 |
248 | #define SCROLL 111 |
267 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
268 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
269 | #define FORCE 114 |
251 | #define FORCE 114 |
270 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
271 | #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ |
253 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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254 | |
272 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
255 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
273 | #define CONTAINER 122 |
256 | #define CONTAINER 122 |
274 | #define ARMOUR_IMPROVER 123 |
257 | #define ARMOUR_IMPROVER 123 |
275 | #define WEAPON_IMPROVER 124 |
258 | #define WEAPON_IMPROVER 124 |
276 | |
259 | |
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260 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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261 | #define DEEP_SWAMP 138 |
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262 | #define IDENTIFY_ALTAR 139 |
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263 | |
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264 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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265 | |
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266 | #define RUNE 154 |
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267 | #define TRAP 155 |
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268 | |
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269 | #define POWER_CRYSTAL 156 |
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270 | #define CORPSE 157 |
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271 | |
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272 | #define DISEASE 158 |
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273 | #define SYMPTOM 159 |
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274 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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275 | #define MATERIAL 161 /* Material for building */ |
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276 | |
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277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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278 | |
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279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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280 | potions, alchemy, or magic works here (elmex) */ |
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281 | |
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282 | /* DEAD TYPES: */ |
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283 | //#define FBULLET 10 |
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284 | //#define FBALL 11 |
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285 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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286 | //#define CONFUSION 19 |
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287 | //#define MMISSILE 25 |
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288 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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289 | * experience for broad skill categories. This value |
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290 | * is now automatically converteed at load time. |
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291 | */ |
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292 | //#define BOMB 47 |
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293 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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294 | |
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295 | /* random crossfire developer: The trap_part, wall, light_source, |
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296 | * misc_object, monster, and spawn_generator |
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297 | * types are not used in any archetypes, |
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298 | * and should perhaps be removed. |
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299 | * |
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300 | * Wed Dec 20 13:35:24 CET 2006: |
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301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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303 | * renamed WALL to BUILDABLE_WALL. |
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304 | */ |
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305 | |
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306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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307 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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308 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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309 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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310 | //#define TOOL 84 /* a tool for building objects */ |
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311 | //#define BUILDFAC 86 /* facilities for building objects */ |
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312 | //#define CONE 88 |
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313 | //#define AURA 89 /* aura spell object */ |
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314 | //#define WORD_OF_RECALL 96 |
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315 | //#define PARAIMAGE 97 |
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316 | //#define POISONCLOUD 107 |
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317 | //#define FIREHOLES 108 |
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318 | //#define ABILITY 110 |
277 | /* unused: 125 - 129 |
319 | /* unused: 125 - 129 |
278 | * type 125 was MONEY_CHANGER |
320 | * type 125 was MONEY_CHANGER |
279 | */ |
321 | */ |
280 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
322 | //#define CANCELLATION 141 /* not used with new spell code */ |
281 | #define DEEP_SWAMP 138 |
323 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
282 | #define IDENTIFY_ALTAR 139 |
324 | //#define SWARM_SPELL 153 |
283 | |
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284 | /*#define CANCELLATION 141*//* not used with new spell code */ |
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285 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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286 | |
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287 | /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ |
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288 | |
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289 | /*#define SWARM_SPELL 153*/ |
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290 | #define RUNE 154 |
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291 | #define TRAP 155 |
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292 | |
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293 | #define POWER_CRYSTAL 156 |
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294 | #define CORPSE 157 |
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295 | |
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296 | #define DISEASE 158 |
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297 | #define SYMPTOM 159 |
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298 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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299 | #define MATERIAL 161/* Material for building */ |
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300 | |
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301 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
325 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
302 | #define ITEM_TRANSFORMER 163/* Transforming one item with another */ |
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303 | #define QUEST 164/* See below for subtypes */ |
326 | //#define QUEST 164 /* See below for subtypes */ |
304 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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305 | potions, alchemy, or magic works here (elmex) */ |
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306 | |
327 | |
307 | /* END TYPE DEFINE */ |
328 | /* END TYPE DEFINE */ |
308 | |
329 | |
309 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
330 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
310 | |
331 | |
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395 | #define SIZEOFFREE2 24 |
416 | #define SIZEOFFREE2 24 |
396 | #define SIZEOFFREE 49 |
417 | #define SIZEOFFREE 49 |
397 | |
418 | |
398 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
419 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
399 | |
420 | |
400 | /* Flag structure now changed. |
421 | /* |
401 | * Each flag is now a bit offset, starting at zero. The macros |
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402 | * will update/read the appropriate flag element in the object |
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403 | * structure. |
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404 | * |
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405 | * Hopefully, since these offsets are integer constants set at run time, |
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406 | * the compiler will reduce the macros something as simple as the |
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407 | * old system was. |
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408 | * |
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409 | * Flags now have FLAG as the prefix. This to be clearer, and also |
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410 | * to make sure F_ names are not still being used anyplace. |
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411 | * |
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412 | * The macros below assume that the flag size for each element is 32 |
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413 | * bits. IF it is smaller, bad things will happen. See structs.h |
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414 | * for more info. |
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415 | * |
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416 | * All functions should use the macros below. In process of converting |
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417 | * to the new system, I find several files that did not use the previous |
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418 | * macros. |
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419 | * |
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420 | * If any FLAG's are or changed, make sure the flag_names structure in |
422 | * If any FLAG's are added or changed, make sure the flag_names structure in |
421 | * common/loader.l is updated. |
423 | * common/loader.l is updated. |
422 | * |
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423 | * flags[0] is 0 to 31 |
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424 | * flags[1] is 32 to 63 |
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425 | * flags[2] is 64 to 95 |
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426 | * flags[3] is 96 to 127 |
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427 | */ |
424 | */ |
428 | |
425 | |
429 | /* Basic routines to do above */ |
426 | /* Basic routines to do above */ |
430 | #define SET_FLAG(xyz, p) \ |
427 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
431 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
428 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
432 | #define CLEAR_FLAG(xyz, p) \ |
429 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
433 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
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434 | #define QUERY_FLAG(xyz, p) \ |
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435 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
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436 | #define COMPARE_FLAGS(p,q) \ |
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437 | ( \ |
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438 | ((p)->flags[0] == (q)->flags[0]) && \ |
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439 | ((p)->flags[1] == (q)->flags[1]) && \ |
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440 | ((p)->flags[2] == (q)->flags[2]) && \ |
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441 | ((p)->flags[3] == (q)->flags[3]) \ |
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442 | ) |
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443 | |
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444 | /* convenience macros to determine what kind of things we are dealing with */ |
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445 | |
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446 | #define IS_WEAPON(op) \ |
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447 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
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448 | |
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449 | #define IS_ARMOR(op) \ |
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450 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
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451 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
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452 | op->type == BRACERS || op->type == GIRDLE) |
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453 | |
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454 | #define IS_LIVE(op) \ |
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455 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
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456 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
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457 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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458 | |
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459 | #define IS_ARROW(op) \ |
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460 | (op->type==ARROW || \ |
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461 | (op->type==SPELL_EFFECT && \ |
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462 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
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463 | |
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464 | /* This return TRUE if object has still randomitems which |
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465 | * could be expanded. |
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466 | */ |
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467 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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468 | |
430 | |
469 | /* the flags */ |
431 | /* the flags */ |
470 | |
432 | |
471 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
472 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
… | |
… | |
493 | |
455 | |
494 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
495 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
496 | #define FLAG_AUTO_APPLY 18 |
458 | #define FLAG_AUTO_APPLY 18 |
497 | /* Will be applied when created */ |
459 | /* Will be applied when created */ |
498 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
460 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
499 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
461 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
500 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
501 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
502 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
503 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
… | |
… | |
619 | object */ |
581 | object */ |
620 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
582 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
621 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
583 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
622 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
584 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
623 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
585 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
624 | * load_original_map() */ |
586 | * load_original_map() */ |
625 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
587 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
626 | * the overlay, and is not subject to |
588 | * the overlay, and is not subject to |
627 | * decay. */ |
589 | * decay. */ |
628 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
590 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
629 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
591 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
630 | #define FLAG_IS_WATER 107 |
592 | #define FLAG_IS_WATER 107 |
631 | #define FLAG_CONTENT_ON_GEN 108 |
593 | #define FLAG_CONTENT_ON_GEN 108 |
632 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
594 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
633 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
595 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
634 | #define FLAG_AFK 111 /* Player is AFK */ |
596 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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597 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
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598 | |
635 | #define NUM_FLAGS 111 /* Should always be equal to the last |
599 | #define NUM_FLAGS 113 /* Should always be equal to the last |
636 | * defined flag. If you change this, |
600 | * defined flag + 1. If you change this, |
637 | * make sure you update the flag_links |
601 | * make sure you update the flag_links |
638 | * in common/loader.l |
602 | * in common/loader.l |
639 | */ |
603 | */ |
640 | |
604 | |
641 | /* Values can go up to 127 before the size of the flags array in the |
605 | /* Values can go up to 127 before the size of the flags array in the |
642 | * object structure needs to be enlarged. |
606 | * object structure needs to be enlarged. |
643 | * So there are 18 available flags slots |
607 | * So there are 18 available flags slots |
644 | */ |
608 | */ |
… | |
… | |
696 | * Add check - if type is 0, don't stop anything from moving |
660 | * Add check - if type is 0, don't stop anything from moving |
697 | * onto it. |
661 | * onto it. |
698 | * |
662 | * |
699 | */ |
663 | */ |
700 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
664 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
701 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
665 | ((type) && (ob1->move_type & type) == ob1->move_type) |
702 | |
666 | |
703 | |
667 | |
704 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
668 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
705 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
669 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
706 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
670 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
848 | /* changing directions */ |
812 | /* changing directions */ |
849 | /* this is VERTICAL movement */ |
813 | /* this is VERTICAL movement */ |
850 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
814 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
851 | #define HI4 240 |
815 | #define HI4 240 |
852 | |
816 | |
853 | /* |
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|
854 | * Use of the state-variable in player objects: |
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855 | */ |
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856 | |
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857 | #define ST_PLAYING 0 |
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858 | #define ST_PLAY_AGAIN 1 |
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|
859 | #define ST_ROLL_STAT 2 |
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860 | #define ST_CHANGE_CLASS 3 |
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861 | #define ST_CONFIRM_QUIT 4 |
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862 | #define ST_CONFIGURE 5 |
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863 | #define ST_GET_NAME 6 |
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864 | #define ST_GET_PASSWORD 7 |
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865 | #define ST_CONFIRM_PASSWORD 8 |
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866 | #define ST_GET_PARTY_PASSWORD 10 |
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867 | |
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|
868 | #define BLANK_FACE_NAME "blank.111" |
817 | #define BLANK_FACE_NAME "blank.x11" |
869 | #define EMPTY_FACE_NAME "empty.111" |
818 | #define EMPTY_FACE_NAME "empty.x11" |
870 | #define DARK_FACE1_NAME "dark1.111" |
819 | #define DARK_FACE1_NAME "dark1.x11" |
871 | #define DARK_FACE2_NAME "dark2.111" |
820 | #define DARK_FACE2_NAME "dark2.x11" |
872 | #define DARK_FACE3_NAME "dark3.111" |
821 | #define DARK_FACE3_NAME "dark3.x11" |
873 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
822 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
874 | |
823 | |
875 | /* |
824 | /* |
876 | * Defines for the luck/random functions to make things more readable |
825 | * Defines for the luck/random functions to make things more readable |
877 | */ |
826 | */ |
… | |
… | |
1016 | #define CAN_APPLY_UNAPPLY 0x10 |
965 | #define CAN_APPLY_UNAPPLY 0x10 |
1017 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
966 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
1018 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
967 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
1019 | |
968 | |
1020 | /* Cut off point of when an object is put on the active list or not */ |
969 | /* Cut off point of when an object is put on the active list or not */ |
1021 | #define MIN_ACTIVE_SPEED 0.00001 |
970 | #define MIN_ACTIVE_SPEED 1e-5 |
1022 | |
971 | |
1023 | /* |
972 | /* |
1024 | * random() is much better than rand(). If you have random(), use it instead. |
973 | * random() is much better than rand(). If you have random(), use it instead. |
1025 | * You shouldn't need to change any of this |
974 | * You shouldn't need to change any of this |
1026 | * |
975 | * |
… | |
… | |
1030 | * |
979 | * |
1031 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
980 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
1032 | * here. |
981 | * here. |
1033 | */ |
982 | */ |
1034 | |
983 | |
1035 | #ifdef HAVE_SRANDOM |
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1036 | # define RANDOM() random() |
984 | #define RANDOM() random() |
1037 | # define SRANDOM(xyz) srandom(xyz) |
985 | #define SRANDOM(xyz) srandom(xyz) |
1038 | #else |
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1039 | # ifdef HAVE_SRAND48 |
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1040 | # define RANDOM() lrand48() |
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|
1041 | # define SRANDOM(xyz) srand48(xyz) |
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1042 | # else |
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1043 | # ifdef HAVE_SRAND |
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1044 | # define RANDOM() rand() |
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1045 | # define SRANDOM(xyz) srand(xyz) |
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1046 | # else |
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1047 | # error "Could not find a usable random routine" |
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1048 | # endif |
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1049 | # endif |
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1050 | #endif |
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1051 | |
986 | |
1052 | /* Returns the weight of the given object. Note: it does not take the number of |
987 | /* Returns the weight of the given object. Note: it does not take the number of |
1053 | * items (nrof) into account. |
988 | * items (nrof) into account. |
1054 | */ |
989 | */ |
1055 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
990 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |