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 (©) 2005,2006,2007,2008 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@schmorp.de |
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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 |
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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 | #include <autoconf.h> |
36 | #include <autoconf.h> |
49 | |
37 | |
50 | #define FONTDIR "" |
38 | #define FONTDIR "" |
51 | #define FONTNAME "" |
39 | #define FONTNAME "" |
52 | |
40 | |
53 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
54 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
55 | |
43 | |
56 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
45 | # include <sys/param.h> |
58 | #endif |
46 | #endif |
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47 | |
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48 | // maximum length of an object name in the protocol |
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49 | #define NAME_LEN 127 |
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50 | |
59 | #ifndef MIN |
51 | #undef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
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61 | #endif |
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62 | #ifndef MAX |
52 | #undef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
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64 | #endif |
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65 | |
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66 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
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67 | #ifndef NAME_MAX |
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68 | # define NAME_MAX 255 |
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69 | #endif |
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70 | |
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71 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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72 | #ifndef MAX3 |
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73 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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74 | #endif |
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75 | |
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76 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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77 | #ifndef MIN3 |
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78 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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79 | #endif |
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80 | |
53 | |
81 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
82 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
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56 | |
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57 | //TODO: not only use more reasonable values, also enforce them |
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58 | #define MIN_WC -120 |
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59 | #define MAX_WC 120 |
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60 | #define MIN_AC -120 |
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61 | #define MAX_AC 120 |
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62 | #define MIN_DAM 0 |
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63 | #define MAX_DAM 200 |
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64 | #define MIN_DIGESTION -35 |
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65 | #define MAX_DIGESTION 70 |
83 | |
66 | |
84 | #define MAX_BUF 1024 |
67 | #define MAX_BUF 1024 |
85 | /* Used for all kinds of things */ |
68 | /* Used for all kinds of things */ |
86 | #define VERY_BIG_BUF 2048 |
69 | #define VERY_BIG_BUF 2048 |
87 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
70 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
88 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
71 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
89 | |
72 | |
90 | #define FONTSIZE 3000 /* Max chars in font */ |
73 | #define FONTSIZE 3000 /* Max chars in font */ |
91 | |
74 | |
92 | #define MAX_ANIMATIONS 256 |
75 | #define MAX_ANIMATIONS 256 |
93 | |
76 | |
94 | #define MAX_NAME 48 |
77 | #define MAX_NAME 48 |
95 | #define MAX_EXT_TITLE 98 |
78 | #define MAX_EXT_TITLE 98 |
96 | |
79 | |
97 | /* Fatal variables: */ |
80 | //TODO: remove all calls to fatal and replace them by cleanup |
98 | #define OUT_OF_MEMORY 0 |
81 | #define OUT_OF_MEMORY 0 |
99 | #define MAP_ERROR 1 |
82 | #define MAP_ERROR 1 |
100 | #define ARCHTABLE_TOO_SMALL 2 |
83 | #define ARCHTABLE_TOO_SMALL 2 // unused |
101 | #define TOO_MANY_ERRORS 3 |
84 | #define TOO_MANY_ERRORS 3 |
102 | |
85 | |
103 | /* TYPE DEFINES */ |
86 | /* TYPE DEFINES */ |
104 | |
87 | |
105 | /* Only add new values to this list if somewhere in the program code, |
88 | /* Only add new values to this list if somewhere in the program code, |
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110 | * flags |
93 | * flags |
111 | * Also, if you add new entries, try and fill up the holes in this list. |
94 | * 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 |
95 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | */ |
96 | */ |
114 | |
97 | |
115 | /* type 0 will be undefined and shows a non valid type information */ |
98 | /* USED TYPES: (for dead types please look at the bottom of the type |
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99 | * definitions) |
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100 | */ |
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101 | |
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102 | /* type 0 objects have the default behaviour */ |
116 | |
103 | |
117 | #define PLAYER 1 |
104 | #define PLAYER 1 |
118 | #define TRANSPORT 2 /* see pod/objects.pod */ |
105 | #define TRANSPORT 2 /* see pod/objects.pod */ |
119 | #define ROD 3 |
106 | #define ROD 3 |
120 | #define TREASURE 4 |
107 | #define TREASURE 4 |
121 | #define POTION 5 |
108 | #define POTION 5 |
122 | #define FOOD 6 |
109 | #define FOOD 6 |
123 | #define POISON 7 |
110 | #define POISON 7 |
124 | #define BOOK 8 |
111 | #define BOOK 8 |
125 | #define CLOCK 9 |
112 | #define CLOCK 9 |
126 | |
113 | //10 |
127 | /*#define FBULLET 10 */ |
114 | //11 |
128 | /*#define FBALL 11 */ |
115 | //12 |
129 | |
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130 | /*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4 |
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131 | #define ARROW 13 |
116 | #define ARROW 13 |
132 | #define BOW 14 |
117 | #define BOW 14 |
133 | #define WEAPON 15 |
118 | #define WEAPON 15 |
134 | #define ARMOUR 16 |
119 | #define ARMOUR 16 |
135 | #define PEDESTAL 17 |
120 | #define PEDESTAL 17 |
136 | #define ALTAR 18 |
121 | #define ALTAR 18 |
137 | |
122 | //19 |
138 | /*#define CONFUSION 19 */ |
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139 | |
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140 | #define LOCKED_DOOR 20 |
123 | #define LOCKED_DOOR 20 |
141 | #define SPECIAL_KEY 21 |
124 | #define SPECIAL_KEY 21 |
142 | #define MAP 22 |
125 | #define MAP 22 |
143 | #define DOOR 23 |
126 | #define DOOR 23 |
144 | #define KEY 24 |
127 | #define KEY 24 |
145 | |
128 | //25 |
146 | /*#define MMISSILE 25 */ |
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147 | |
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148 | #define TIMED_GATE 26 |
129 | #define TIMED_GATE 26 |
149 | #define TRIGGER 27 |
130 | #define TRIGGER 27 |
150 | #define GRIMREAPER 28 |
131 | #define GRIMREAPER 28 |
151 | #define MAGIC_EAR 29 |
132 | #define MAGIC_EAR 29 |
152 | #define TRIGGER_BUTTON 30 |
133 | #define TRIGGER_BUTTON 30 |
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161 | #define AMULET 39 |
142 | #define AMULET 39 |
162 | #define PLAYERMOVER 40 |
143 | #define PLAYERMOVER 40 |
163 | #define TELEPORTER 41 |
144 | #define TELEPORTER 41 |
164 | #define CREATOR 42 |
145 | #define CREATOR 42 |
165 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
146 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
166 | |
147 | //44 |
167 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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168 | * experience for broad skill categories. This value |
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169 | * is now automatically converteed at load time. |
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170 | */ |
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171 | |
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172 | #define EARTHWALL 45 |
148 | #define EARTHWALL 45 |
173 | #define GOLEM 46 |
149 | #define GOLEM 46 |
174 | |
150 | //47 |
175 | /*#define BOMB 47 */ |
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176 | #define THROWN_OBJ 48 |
151 | #define THROWN_OBJ 48 |
177 | #define BLINDNESS 49 |
152 | #define BLINDNESS 49 |
178 | #define GOD 50 |
153 | #define GOD 50 |
179 | #define DETECTOR 51 /* peterm: detector is an object |
154 | #define DETECTOR 51 /* peterm: detector is an object |
180 | * which notices the presense of |
155 | * which notices the presense of |
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195 | |
170 | |
196 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
171 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
197 | * a monster into a peaceful being incapable of attack. |
172 | * a monster into a peaceful being incapable of attack. |
198 | */ |
173 | */ |
199 | #define GEM 60 |
174 | #define GEM 60 |
200 | |
175 | //61 |
201 | /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
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202 | |
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203 | #define FIREWALL 62 |
176 | #define FIREWALL 62 |
204 | #define ANVIL 63 |
177 | #define ANVIL 63 |
205 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
178 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
206 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
179 | #define MOOD_FLOOR 65 /* |
207 | * values of last_sp set how to change: |
180 | * values of last_sp set how to change: |
208 | * 0 = furious, all monsters become aggressive |
181 | * 0 = furious, all monsters become aggressive |
209 | * 1 = angry, all but friendly become aggressive |
182 | * 1 = angry, all but friendly become aggressive |
210 | * 2 = calm, all aggressive monsters calm down |
183 | * 2 = calm, all aggressive monsters calm down |
211 | * 3 = sleep, all monsters fall asleep |
184 | * 3 = sleep, all monsters fall asleep |
212 | * 4 = charm, monsters become pets */ |
185 | * 4 = charm, monsters become pets |
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186 | * 5 = destroy monsters |
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187 | * 6 = destroy pets / friendlies |
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188 | */ |
213 | #define EXIT 66 |
189 | #define EXIT 66 |
214 | #define ENCOUNTER 67 |
190 | #define ENCOUNTER 67 |
215 | #define SHOP_FLOOR 68 |
191 | #define SHOP_FLOOR 68 |
216 | #define SHOP_MAT 69 |
192 | #define SHOP_MAT 69 |
217 | #define RING 70 |
193 | #define RING 70 |
218 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
194 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
219 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
195 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
220 | #define INORGANIC 73 /* metals and minerals */ |
196 | #define INORGANIC 73 /* metals and minerals */ |
221 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
197 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
222 | #define LIGHTER 75 |
198 | #define LIGHTER 75 |
223 | |
199 | //76 |
224 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
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225 | * types are not used in any archetypes, and should perhaps be removed. |
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226 | * elmex: haha, removed TRAP_PART now. renamed WALL to BUILDABLE_WALL |
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227 | */ |
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228 | |
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229 | /*#define TRAP_PART 76 */ /* Needed by set traps skill -b.t. */ |
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230 | |
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231 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
200 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
232 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
201 | //78 |
233 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
202 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
234 | in the engine. Like statues, clocks, chairs,... |
203 | in the engine. Like statues, clocks, chairs,... |
235 | If perhaps we create a function where we can sit |
204 | If perhaps we create a function where we can sit |
236 | on chairs, we create a new type and remove all |
205 | on chairs, we create a new type and remove all |
237 | chairs from here. */ |
206 | chairs from here. */ |
238 | #define MONSTER 80 /* yes, thats a real, living creature */ |
207 | //80 |
239 | #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
208 | //81 |
240 | #define LAMP 82 /* a lamp */ |
209 | #define LAMP 82 /* a lamp */ |
241 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
210 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
242 | #define TOOL 84 /* a tool for building objects */ |
211 | //84 |
243 | #define SPELLBOOK 85 |
212 | #define SPELLBOOK 85 |
244 | #define BUILDFAC 86 /* facilities for building objects */ |
213 | //86 |
245 | #define CLOAK 87 |
214 | #define CLOAK 87 |
246 | |
215 | //88 |
247 | /*#define CONE 88 */ |
216 | //89 |
248 | /*#define AURA 89 */ /* aura spell object */ |
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249 | |
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250 | #define SPINNER 90 |
217 | #define SPINNER 90 |
251 | #define GATE 91 |
218 | #define GATE 91 |
252 | #define BUTTON 92 |
219 | #define BUTTON 92 |
253 | #define CF_HANDLE 93 |
220 | #define CF_HANDLE 93 |
254 | #define HOLE 94 |
221 | #define HOLE 94 |
255 | #define TRAPDOOR 95 |
222 | #define TRAPDOOR 95 |
256 | |
223 | //96 |
257 | /*#define WORD_OF_RECALL 96 */ |
224 | //97 |
258 | /*#define PARAIMAGE 97 */ |
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259 | |
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260 | #define SIGN 98 |
225 | #define SIGN 98 |
261 | #define BOOTS 99 |
226 | #define BOOTS 99 |
262 | #define GLOVES 100 |
227 | #define GLOVES 100 |
263 | #define SPELL 101 |
228 | #define SPELL 101 |
264 | #define SPELL_EFFECT 102 |
229 | #define SPELL_EFFECT 102 |
265 | #define CONVERTER 103 |
230 | #define CONVERTER 103 |
266 | #define BRACERS 104 |
231 | #define BRACERS 104 |
267 | #define POISONING 105 |
232 | #define POISONING 105 |
268 | #define SAVEBED 106 |
233 | #define SAVEBED 106 |
269 | #define POISONCLOUD 107 |
234 | //107 |
270 | #define FIREHOLES 108 |
235 | //108 |
271 | #define WAND 109 |
236 | #define WAND 109 |
272 | |
237 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
273 | /*#define ABILITY 110*/ |
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274 | #define SCROLL 111 |
238 | #define SCROLL 111 |
275 | #define DIRECTOR 112 |
239 | #define DIRECTOR 112 |
276 | #define GIRDLE 113 |
240 | #define GIRDLE 113 |
277 | #define FORCE 114 |
241 | #define FORCE 114 |
278 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
242 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
279 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
243 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
280 | |
244 | //117 |
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245 | //118 |
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246 | //119 |
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247 | //120 |
281 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
248 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
282 | #define CONTAINER 122 |
249 | #define CONTAINER 122 |
283 | #define ARMOUR_IMPROVER 123 |
250 | #define ARMOUR_IMPROVER 123 |
284 | #define WEAPON_IMPROVER 124 |
251 | #define WEAPON_IMPROVER 124 |
285 | |
252 | //125 |
286 | /* unused: 125 - 129 |
253 | //126 |
287 | * type 125 was MONEY_CHANGER |
254 | //127 |
288 | */ |
255 | //128 |
289 | |
256 | //129 |
290 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
257 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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258 | //131 |
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259 | //132 |
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260 | //133 |
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261 | //134 |
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262 | //135 |
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263 | //136 |
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264 | //137 |
291 | #define DEEP_SWAMP 138 |
265 | #define DEEP_SWAMP 138 |
292 | #define IDENTIFY_ALTAR 139 |
266 | #define IDENTIFY_ALTAR 139 |
293 | |
267 | //140 |
294 | /*#define CANCELLATION 141 */ /* not used with new spell code */ |
268 | //141 |
295 | |
269 | //142 |
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270 | //143 |
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271 | //144 |
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272 | //145 |
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273 | //146 |
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274 | //147 |
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275 | //148 |
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276 | //149 |
296 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
277 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
297 | |
278 | //151 |
298 | /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
279 | //152 |
299 | /*#define SWARM_SPELL 153*/ |
280 | //153 |
300 | |
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301 | #define RUNE 154 |
281 | #define RUNE 154 |
302 | #define TRAP 155 |
282 | #define TRAP 155 |
303 | |
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304 | #define POWER_CRYSTAL 156 |
283 | #define POWER_CRYSTAL 156 |
305 | #define CORPSE 157 |
284 | #define CORPSE 157 |
306 | |
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307 | #define DISEASE 158 |
285 | #define DISEASE 158 |
308 | #define SYMPTOM 159 |
286 | #define SYMPTOM 159 |
309 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
287 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
310 | #define MATERIAL 161 /* Material for building */ |
288 | #define MATERIAL 161 /* Material for building */ |
311 | |
289 | //162 |
312 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
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313 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
290 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
314 | |
291 | //164 |
315 | /*#define QUEST 164 */ /* See below for subtypes */ |
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316 | |
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317 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
292 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
318 | potions, alchemy, or magic works here (elmex) */ |
293 | potions, alchemy, or magic works here (elmex) */ |
319 | |
294 | |
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295 | #define NUM_TYPES 166 // must be max(type) + 1 |
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296 | |
320 | /* END TYPE DEFINE */ |
297 | /* END TYPE DEFINE */ |
321 | |
298 | |
322 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
299 | // maximum supported subtype number + 1, can be increased to 256 |
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300 | // currently (2007-09) in use: 50 |
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301 | #define NUM_SUBTYPES 64 |
323 | |
302 | |
324 | /* Subtypes for BUILDER */ |
303 | /* Subtypes for BUILDER */ |
325 | #define ST_BD_BUILD 1 /* Builds an item */ |
304 | #define ST_BD_BUILD 1 /* Builds an item */ |
326 | #define ST_BD_REMOVE 2 /* Removes an item */ |
305 | #define ST_BD_REMOVE 2 /* Removes an item */ |
327 | |
306 | |
328 | /* Subtypes for MATERIAL */ |
307 | /* Subtypes for MATERIAL */ |
329 | #define ST_MAT_FLOOR 1 /* Floor */ |
308 | #define ST_MAT_FLOOR 1 /* Floor */ |
330 | #define ST_MAT_WALL 2 /* Wall */ |
309 | #define ST_MAT_WALL 2 /* Wall */ |
331 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
310 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
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414 | * If any FLAG's are added or changed, make sure the flag_names structure in |
393 | * If any FLAG's are added or changed, make sure the flag_names structure in |
415 | * common/loader.l is updated. |
394 | * common/loader.l is updated. |
416 | */ |
395 | */ |
417 | |
396 | |
418 | /* Basic routines to do above */ |
397 | /* Basic routines to do above */ |
419 | #define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 |
398 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
420 | #define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 |
399 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
421 | #define QUERY_FLAG(obj, flag) (obj)->flags[flag] |
400 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
422 | |
401 | |
423 | /* the flags */ |
402 | /* the flags */ |
424 | |
403 | |
425 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
404 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
426 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
405 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
427 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
406 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
428 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
407 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
429 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
408 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
430 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
409 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
431 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
410 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
432 | #define FLAG_USE_SHIELD 7 |
411 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
433 | /* Can this creature use a shield? */ |
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434 | |
412 | |
435 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
413 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
436 | |
414 | |
437 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
415 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
438 | |
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439 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
416 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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417 | |
440 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
418 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
441 | |
419 | |
442 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
420 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
443 | |
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444 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
421 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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422 | |
445 | #define FLAG_MONSTER 14 /* Will attack players */ |
423 | #define FLAG_MONSTER 14 /* Will attack players */ |
446 | #define FLAG_FRIENDLY 15 /* Will help players */ |
424 | #define FLAG_FRIENDLY 15 /* Will help players */ |
447 | |
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448 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
425 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
449 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
426 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
450 | #define FLAG_AUTO_APPLY 18 |
427 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
451 | /* Will be applied when created */ |
428 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
452 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
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453 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
429 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
454 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
430 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
455 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
431 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
456 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
432 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
457 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
433 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
458 | |
434 | |
459 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
435 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
460 | |
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461 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
436 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
462 | |
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463 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
437 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
464 | #define FLAG_IS_USED_UP 28 |
438 | |
465 | /* When (--food<0) the object will exit */ |
439 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
466 | #define FLAG_IDENTIFIED 29 |
440 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
467 | /* Player knows full info about item */ |
441 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
468 | #define FLAG_REFLECTING 30 |
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469 | /* Object reflects from walls (lightning) */ |
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470 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
442 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
471 | |
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472 | /* Start of values in flags[1] */ |
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473 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
443 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
474 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
444 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
475 | #define FLAG_STARTEQUIP 34 |
445 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
476 | /* Object was given to player at start */ |
446 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
477 | #define FLAG_BLOCKSVIEW 35 |
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478 | /* Object blocks view */ |
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479 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
447 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
480 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
448 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
481 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
449 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
482 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
450 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
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451 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
483 | |
452 | |
484 | #define FLAG_REFL_SPELL 40 |
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485 | /* Spells (some) will reflect from object */ |
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486 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
453 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
487 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
454 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
488 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
455 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
489 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
456 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
490 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
457 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
491 | but can still attack at a distance */ |
458 | but can still attack at a distance */ |
492 | |
459 | |
493 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
460 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
494 | thru this object as if it wasn't there */ |
461 | thru this object as if it wasn't there */ |
495 | |
462 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
496 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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497 | |
463 | |
498 | #define FLAG_PICK_UP 48 /* Can pick up */ |
464 | #define FLAG_PICK_UP 48 /* Can pick up */ |
499 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
465 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
500 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
466 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
501 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
467 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
502 | #define FLAG_CAST_SPELL 52 |
468 | |
503 | /* (Monster) can learn and cast spells */ |
469 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
504 | #define FLAG_USE_SCROLL 53 |
470 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
505 | /* (Monster) can read scroll */ |
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506 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
471 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
507 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
472 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
508 | |
473 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
509 | #define FLAG_USE_ARMOUR 56 |
474 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
510 | /* (Monster) can wear armour/shield/helmet */ |
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511 | #define FLAG_USE_WEAPON 57 |
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512 | /* (Monster) can wield weapons */ |
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513 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
475 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
514 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
476 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
515 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
477 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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478 | |
516 | #define FLAG_XRAYS 61 /* X-ray vision */ |
479 | #define FLAG_XRAYS 61 /* X-ray vision */ |
517 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
480 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
518 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
481 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
519 | |
482 | |
520 | /* Start of values in flags[2] */ |
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521 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
483 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
522 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
484 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
523 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
485 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
524 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
486 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
525 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
487 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
538 | |
500 | |
539 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
501 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
540 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
502 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
541 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
503 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
542 | |
504 | |
543 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
505 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
544 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
506 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
545 | #define FLAG_MAKE_INVIS 85 |
507 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
546 | /* (Item) gives invisibility when applied */ |
508 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
547 | #define FLAG_INV_LOCKED 86 |
509 | |
548 | /* Item will not be dropped from inventory */ |
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549 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
510 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
550 | |
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551 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
511 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
552 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
512 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
553 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
513 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
554 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
514 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
555 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
515 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
556 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
516 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
557 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
517 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
558 | |
518 | |
559 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
519 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
560 | |
520 | |
561 | /* Start of values in flags[3] */ |
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562 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
521 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
563 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
522 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
564 | * away (replaces ghosthit) |
523 | * away (replaces ghosthit) |
565 | */ |
524 | */ |
566 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
525 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
570 | */ |
529 | */ |
571 | |
530 | |
572 | #define FLAG_BERSERK 99 /* monster will attack closest living |
531 | #define FLAG_BERSERK 99 /* monster will attack closest living |
573 | object */ |
532 | object */ |
574 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
533 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
575 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
534 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
576 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
535 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
577 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
536 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
578 | * load_original_map() */ |
537 | * load_original_map() */ |
579 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
538 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
580 | * the overlay, and is not subject to |
539 | // * the overlay, and is not subject to |
581 | * decay. */ |
540 | // * decay. */ |
582 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
541 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
583 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
542 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
584 | #define FLAG_IS_WATER 107 |
543 | #define FLAG_IS_WATER 107 |
585 | #define FLAG_CONTENT_ON_GEN 108 |
544 | #define FLAG_CONTENT_ON_GEN 108 |
586 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
545 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
587 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
546 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
588 | #define FLAG_AFK 111 /* Player is AFK */ |
547 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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548 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
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549 | |
589 | #define NUM_FLAGS 111 /* Should always be equal to the last |
550 | #define NUM_FLAGS 113 /* Should always be equal to the last |
590 | * defined flag. If you change this, |
551 | * defined flag + 1. If you change this, |
591 | * make sure you update the flag_links |
552 | * make sure you update the flag_links |
592 | * in common/loader.l |
553 | * in common/loader.l |
593 | */ |
554 | */ |
594 | |
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595 | /* Values can go up to 127 before the size of the flags array in the |
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596 | * object structure needs to be enlarged. |
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597 | * So there are 18 available flags slots |
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598 | */ |
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599 | |
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600 | |
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601 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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602 | |
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603 | #if 0 |
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604 | |
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605 | /* These should no longer be needed - access move_slow_penalty |
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606 | * directly. |
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607 | */ |
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608 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
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609 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
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610 | #endif |
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611 | |
555 | |
612 | /* If you add new movement types, you may need to update |
556 | /* If you add new movement types, you may need to update |
613 | * describe_item() so properly describe those types. |
557 | * describe_item() so properly describe those types. |
614 | * change_abil() probably should be updated also. |
558 | * change_abil() probably should be updated also. |
615 | */ |
559 | */ |
616 | #define MOVE_WALK 0x1 /* Object walks */ |
560 | #define MOVE_WALK 0x01 /* Object walks */ |
617 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
561 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
618 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
562 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
619 | #define MOVE_FLYING 0x6 |
563 | #define MOVE_FLYING 0x06 |
620 | /* Combo of fly_low and fly_high */ |
564 | /* Combo of fly_low and fly_high */ |
621 | #define MOVE_SWIM 0x8 /* Swimming object */ |
565 | #define MOVE_SWIM 0x08 /* Swimming object */ |
622 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
566 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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567 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
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568 | |
623 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
569 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
624 | |
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625 | /* the normal assumption is that objects are walking/flying. |
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626 | * So often we don't want to block movement, but still don't want |
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627 | * to allow all types (swimming is rather specialized) - I also |
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628 | * expect as more movement types show up, this is likely to get |
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629 | * updated. Basically, this is the default for spaces that allow |
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630 | * movement - anything but swimming right now. If you really |
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631 | * want nothing at all, then can always set move_block to 0 |
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632 | */ |
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633 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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634 | |
570 | |
635 | /* typdef here to define type large enough to hold bitmask of |
571 | /* typdef here to define type large enough to hold bitmask of |
636 | * all movement types. Make one declaration so easy to update. |
572 | * all movement types. Make one declaration so easy to update. |
637 | * uint8 is defined yet, so just use what that would define it |
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638 | * at anyways. |
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639 | */ |
573 | */ |
640 | typedef unsigned char MoveType; |
574 | typedef unsigned char MoveType; |
641 | |
575 | |
642 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
576 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
643 | * Basically, ob2 has to block all of ob1 movement types. |
577 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
650 | * Add check - if type is 0, don't stop anything from moving |
584 | * Add check - if type is 0, don't stop anything from moving |
651 | * onto it. |
585 | * onto it. |
652 | * |
586 | * |
653 | */ |
587 | */ |
654 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
588 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
655 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
589 | ((type) && (ob1->move_type & type) == ob1->move_type) |
656 | |
590 | |
657 | |
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658 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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659 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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660 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
591 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
661 | |
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662 | /* Note: These values are only a default value, resizing can change them */ |
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663 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
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664 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
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665 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
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666 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
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667 | |
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668 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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669 | |
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670 | #define E_MONSTER 0x00000001 |
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671 | #define E_EXIT 0x00000002 |
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672 | #define E_TREASURE 0x00000004 |
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673 | #define E_BACKGROUND 0x00000008 |
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674 | #define E_DOOR 0x00000010 |
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675 | #define E_SPECIAL 0x00000020 |
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676 | #define E_SHOP 0x00000040 |
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677 | #define E_NORMAL 0x00000080 |
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678 | #define E_FALSE_WALL 0x00000100 |
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679 | #define E_WALL 0x00000200 |
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680 | #define E_EQUIPMENT 0x00000400 |
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681 | #define E_OTHER 0x00000800 |
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682 | #define E_ARTIFACT 0x00001000 |
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683 | |
592 | |
684 | #define EXIT_PATH(xyz) (xyz)->slaying |
593 | #define EXIT_PATH(xyz) (xyz)->slaying |
685 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
594 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
686 | #define EXIT_X(xyz) (xyz)->stats.hp |
595 | #define EXIT_X(xyz) (xyz)->stats.hp |
687 | #define EXIT_Y(xyz) (xyz)->stats.sp |
596 | #define EXIT_Y(xyz) (xyz)->stats.sp |
688 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
597 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
689 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
598 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
690 | |
599 | |
691 | /* for use by the lighting code */ |
600 | /* for use by the lighting code */ |
692 | #define MAX_LIGHT_RADII 4 |
601 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
693 | /* max radii for 'light' object, really |
|
|
694 | * large values allow objects that can |
602 | * large values allow objects that can |
695 | * slow down the game */ |
603 | * slow down the game */ |
696 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
604 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
697 | * practical reason to exceed this */ |
605 | * practical reason to exceed this */ |
698 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
606 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
708 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
616 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
709 | |
617 | |
710 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
618 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
711 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
619 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
712 | |
620 | |
713 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
714 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
715 | |
|
|
716 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
621 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
717 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
622 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
718 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
623 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
719 | |
624 | |
720 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
625 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
721 | each of them signed char, concatenated in a int16 */ |
626 | each of them signed char, concatenated in a int16 */ |
722 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
627 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
723 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
628 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
724 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
629 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
630 | |
725 | #define FIRE_DIRECTIONAL 0 |
631 | #define FIRE_DIRECTIONAL 0 |
726 | #define FIRE_POSITIONAL 1 |
632 | #define FIRE_POSITIONAL 1 |
727 | |
633 | |
728 | /******************************************************************************/ |
634 | /******************************************************************************/ |
729 | |
|
|
730 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
635 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
731 | |
|
|
732 | /******************************************************************************/ |
636 | /******************************************************************************/ |
733 | |
|
|
734 | /* if your monsters start acting wierd, mail me */ |
637 | /* if your monsters start acting wierd, mail me */ |
735 | |
|
|
736 | /******************************************************************************/ |
638 | /******************************************************************************/ |
737 | |
|
|
738 | /* the following definitions are for the attack_movement variable in monsters */ |
639 | /* the following definitions are for the attack_movement variable in monsters */ |
739 | |
|
|
740 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
640 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
741 | |
|
|
742 | /* set to zero */ |
641 | /* set to zero */ |
743 | |
|
|
744 | /* the standard mode of movement from previous versions of crossfire will be */ |
642 | /* the standard mode of movement from previous versions of crossfire will be */ |
745 | |
|
|
746 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
643 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
747 | |
|
|
748 | /* er has an enemy. these should only be used for non agressive monsters. */ |
644 | /* er has an enemy. these should only be used for non agressive monsters. */ |
749 | |
|
|
750 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
645 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
751 | |
|
|
752 | /* ment numbers example a monster that moves in a circle until attacked and */ |
646 | /* ment numbers example a monster that moves in a circle until attacked and */ |
753 | |
|
|
754 | /* then attacks from a distance: */ |
647 | /* then attacks from a distance: */ |
755 | |
|
|
756 | /* CIRCLE1 = 32 */ |
648 | /* CIRCLE1 = 32 */ |
757 | |
|
|
758 | /* + DISTATT = 1 */ |
649 | /* + DISTATT = 1 */ |
759 | |
|
|
760 | /* ------------------- */ |
650 | /* ------------------- */ |
761 | |
|
|
762 | /* attack_movement = 33 */ |
651 | /* attack_movement = 33 */ |
763 | |
|
|
764 | /******************************************************************************/ |
652 | /******************************************************************************/ |
765 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
766 | /* attack from a distance - good for missile users only */ |
654 | /* attack from a distance - good for missile users only */ |
767 | #define RUNATT 2 /* run but attack if player catches up to object */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
768 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
802 | /* changing directions */ |
690 | /* changing directions */ |
803 | /* this is VERTICAL movement */ |
691 | /* this is VERTICAL movement */ |
804 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
692 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
805 | #define HI4 240 |
693 | #define HI4 240 |
806 | |
694 | |
807 | /* |
|
|
808 | * Use of the state-variable in player objects: |
|
|
809 | */ |
|
|
810 | |
|
|
811 | #define ST_PLAYING 0 |
|
|
812 | #define ST_PLAY_AGAIN 1 |
|
|
813 | #define ST_ROLL_STAT 2 |
|
|
814 | #define ST_CHANGE_CLASS 3 |
|
|
815 | #define ST_CONFIRM_QUIT 4 |
|
|
816 | #define ST_CONFIGURE 5 |
|
|
817 | #define ST_GET_NAME 6 |
|
|
818 | #define ST_GET_PASSWORD 7 |
|
|
819 | #define ST_CONFIRM_PASSWORD 8 |
|
|
820 | #define ST_GET_PARTY_PASSWORD 10 |
|
|
821 | |
|
|
822 | #define BLANK_FACE_NAME "blank.111" |
695 | #define BLANK_FACE_NAME "blank.x11" |
823 | #define EMPTY_FACE_NAME "empty.111" |
696 | #define EMPTY_FACE_NAME "empty.x11" |
824 | #define DARK_FACE1_NAME "dark1.111" |
|
|
825 | #define DARK_FACE2_NAME "dark2.111" |
|
|
826 | #define DARK_FACE3_NAME "dark3.111" |
|
|
827 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
828 | |
697 | |
829 | /* |
698 | /* |
830 | * Defines for the luck/random functions to make things more readable |
699 | * Defines for the luck/random functions to make things more readable |
831 | */ |
700 | */ |
832 | |
701 | |
833 | #define PREFER_HIGH 1 |
702 | #define PREFER_HIGH 1 |
834 | #define PREFER_LOW 0 |
703 | #define PREFER_LOW 0 |
835 | |
|
|
836 | /* Simple function we use below to keep adding to the same string |
|
|
837 | * but also make sure we don't overwrite that string. |
|
|
838 | */ |
|
|
839 | static inline void |
|
|
840 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
841 | { |
|
|
842 | if (*curlen == (maxlen - 1)) |
|
|
843 | return; |
|
|
844 | |
|
|
845 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
846 | dest[maxlen - 1] = 0; |
|
|
847 | *curlen += strlen (orig); |
|
|
848 | |
|
|
849 | if (*curlen > (maxlen - 1)) |
|
|
850 | *curlen = maxlen - 1; |
|
|
851 | } |
|
|
852 | |
|
|
853 | |
|
|
854 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
855 | * Ideally, all functions should use the SAFE functions, but they |
|
|
856 | * require some extra support in the calling function to remain as |
|
|
857 | * efficient. |
|
|
858 | */ |
|
|
859 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
860 | if(variable) { \ |
|
|
861 | int i,j=0; \ |
|
|
862 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
863 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
864 | if(variable & (1<<i)) { \ |
|
|
865 | if (j) \ |
|
|
866 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
867 | else \ |
|
|
868 | j = 1; \ |
|
|
869 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
870 | } \ |
|
|
871 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
872 | } |
|
|
873 | |
|
|
874 | |
|
|
875 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
876 | |
|
|
877 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
878 | if(variable) { \ |
|
|
879 | int i,j=0; \ |
|
|
880 | strcat(retbuf,"(" name ": "); \ |
|
|
881 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
882 | if(variable & (1<<i)) { \ |
|
|
883 | if (j) \ |
|
|
884 | strcat(retbuf,", "); \ |
|
|
885 | else \ |
|
|
886 | j = 1; \ |
|
|
887 | strcat(retbuf, attacks[i]); \ |
|
|
888 | } \ |
|
|
889 | strcat(retbuf,")"); \ |
|
|
890 | } |
|
|
891 | |
|
|
892 | |
|
|
893 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
894 | if(variable) { \ |
|
|
895 | int i,j=0; \ |
|
|
896 | strcat(retbuf,"(" name ": "); \ |
|
|
897 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
898 | if(variable & (1<<i)) { \ |
|
|
899 | if (j) \ |
|
|
900 | strcat(retbuf,", "); \ |
|
|
901 | else \ |
|
|
902 | j = 1; \ |
|
|
903 | strcat(retbuf, spellpathnames[i]); \ |
|
|
904 | } \ |
|
|
905 | strcat(retbuf,")"); \ |
|
|
906 | } |
|
|
907 | |
|
|
908 | |
|
|
909 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
910 | if(variable) { \ |
|
|
911 | int i,j=0; \ |
|
|
912 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
913 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
914 | if(variable & (1<<i)) { \ |
|
|
915 | if (j) \ |
|
|
916 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
917 | else \ |
|
|
918 | j = 1; \ |
|
|
919 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
920 | } \ |
|
|
921 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
922 | } |
|
|
923 | |
704 | |
924 | /* Flags for apply_special() */ |
705 | /* Flags for apply_special() */ |
925 | enum apply_flag |
706 | enum apply_flag |
926 | { |
707 | { |
927 | /* Basic flags, always use one of these */ |
708 | /* Basic flags/mode, always use one of these */ |
928 | AP_NULL = 0, |
709 | AP_TOGGLE = 0, |
929 | AP_APPLY = 1, |
710 | AP_APPLY = 1, |
930 | AP_UNAPPLY = 2, |
711 | AP_UNAPPLY = 2, |
931 | |
712 | |
932 | AP_BASIC_FLAGS = 15, |
713 | AP_BASIC_FLAGS = 0x0f, |
933 | |
714 | |
934 | /* Optional flags, for bitwise or with a basic flag */ |
715 | /* Optional flags, for bitwise or with a basic flag */ |
935 | AP_NO_MERGE = 16, |
716 | AP_NO_MERGE = 0x10, |
936 | AP_IGNORE_CURSE = 32, |
717 | AP_IGNORE_CURSE = 0x20, |
937 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
718 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
938 | /* Note this is supported in all the functions */ |
719 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
939 | }; |
720 | }; |
940 | |
721 | |
941 | /* Bitmask values for 'can_apply_object()' return values. |
722 | /* Bitmask values for 'can_apply_object()' return values. |
942 | * the CAN_APPLY_ prefix is to just note what function the |
723 | * the CAN_APPLY_ prefix is to just note what function the |
943 | * are returned from. |
724 | * are returned from. |
… | |
… | |
969 | #define CAN_APPLY_NOT_MASK 0xf |
750 | #define CAN_APPLY_NOT_MASK 0xf |
970 | #define CAN_APPLY_UNAPPLY 0x10 |
751 | #define CAN_APPLY_UNAPPLY 0x10 |
971 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
752 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
972 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
753 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
973 | |
754 | |
974 | /* Cut off point of when an object is put on the active list or not */ |
755 | // Cut off point of when an object is put on the active list or not |
975 | #define MIN_ACTIVE_SPEED 0.00001 |
756 | // we use 2**-n because that can be represented exactly |
|
|
757 | // also make sure that this is a float, not double, constant |
|
|
758 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
976 | |
759 | |
977 | /* |
760 | #define RANDOM() (rndm.next () & 0xffffffU) |
978 | * random() is much better than rand(). If you have random(), use it instead. |
|
|
979 | * You shouldn't need to change any of this |
|
|
980 | * |
|
|
981 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
982 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
983 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
984 | * |
|
|
985 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
986 | * here. |
|
|
987 | */ |
|
|
988 | |
|
|
989 | #define RANDOM() random() |
|
|
990 | #define SRANDOM(xyz) srandom(xyz) |
|
|
991 | |
|
|
992 | /* Returns the weight of the given object. Note: it does not take the number of |
|
|
993 | * items (nrof) into account. |
|
|
994 | */ |
|
|
995 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
|
|
996 | |
|
|
997 | |
|
|
998 | /* Code fastening defines |
|
|
999 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
1000 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
1001 | * the '\0' caracter will not be put at end of buf__. |
|
|
1002 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
1003 | * and clean up the string. (Lots faster than doing each time...) |
|
|
1004 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
1005 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
1006 | * kown in advance. |
|
|
1007 | */ |
|
|
1008 | |
|
|
1009 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
1010 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
1011 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
1012 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
1013 | |
|
|
1014 | /* You may uncomment following define to check sanity of code. |
|
|
1015 | * But use as debug only (loses all speed gained by those macros) |
|
|
1016 | */ |
|
|
1017 | |
|
|
1018 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1019 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1020 | |
|
|
1021 | |
|
|
1022 | |
|
|
1023 | |
|
|
1024 | |
|
|
1025 | |
|
|
1026 | |
761 | |
1027 | /* |
762 | /* |
1028 | * Warning! |
763 | * Warning! |
1029 | * If you add message types here, don't forget |
764 | * If you add message types here, don't forget |
1030 | * to keep the client up to date too! |
765 | * to keep the client up to date too! |
1031 | */ |
766 | */ |
1032 | |
|
|
1033 | |
767 | |
1034 | /* message types */ |
768 | /* message types */ |
1035 | #define MSG_TYPE_BOOK 1 |
769 | #define MSG_TYPE_BOOK 1 |
1036 | #define MSG_TYPE_CARD 2 |
770 | #define MSG_TYPE_CARD 2 |
1037 | #define MSG_TYPE_PAPER 3 |
771 | #define MSG_TYPE_PAPER 3 |
… | |
… | |
1116 | |
850 | |
1117 | /* admin messages */ |
851 | /* admin messages */ |
1118 | #define MSG_TYPE_ADMIN_RULES 1 |
852 | #define MSG_TYPE_ADMIN_RULES 1 |
1119 | #define MSG_TYPE_ADMIN_NEWS 2 |
853 | #define MSG_TYPE_ADMIN_NEWS 2 |
1120 | |
854 | |
|
|
855 | /** |
|
|
856 | * Maximum distance a player may hear a sound from. |
|
|
857 | * This is only used for new client/server sound. If the sound source |
|
|
858 | * on the map is farther away than this, we don't sent it to the client. |
|
|
859 | */ |
|
|
860 | #define MAX_SOUND_DISTANCE 16 |
|
|
861 | |
|
|
862 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
863 | #define INFO_CHANNEL "info" // lower_left box |
|
|
864 | #define SAY_CHANNEL "channel-say" |
|
|
865 | #define CHAT_CHANNEL "channel-chat" |
|
|
866 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
867 | |
|
|
868 | /* The following are the color flags passed to new_draw_info. |
|
|
869 | * |
|
|
870 | * We also set up some control flags |
|
|
871 | * |
|
|
872 | * NDI = New Draw Info |
|
|
873 | */ |
|
|
874 | |
|
|
875 | /* Color specifications - note these match the order in xutil.c */ |
|
|
876 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
877 | * be implicitly specified. |
|
|
878 | */ |
|
|
879 | #define NDI_BLACK 0 |
|
|
880 | #define NDI_WHITE 1 |
|
|
881 | #define NDI_NAVY 2 |
|
|
882 | #define NDI_RED 3 |
|
|
883 | #define NDI_ORANGE 4 |
|
|
884 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
885 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
886 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
887 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
888 | /* Than seagreen - also background color */ |
|
|
889 | #define NDI_GREY 9 |
|
|
890 | #define NDI_BROWN 10 /* Sienna */ |
|
|
891 | #define NDI_GOLD 11 |
|
|
892 | #define NDI_TAN 12 /* Khaki */ |
|
|
893 | |
|
|
894 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
895 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
896 | /* using an int anyways, so we have the space */ |
|
|
897 | /* to still do all the flags */ |
|
|
898 | |
|
|
899 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
900 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
901 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
902 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
903 | |
|
|
904 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
905 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
906 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
907 | |
1121 | #endif /* DEFINE_H */ |
908 | #endif /* DEFINE_H */ |
1122 | |
909 | |