1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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 */ |
26 | |
26 | |
27 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
28 | * around, this file should be better split between them - things |
28 | * around, this file should be better split between them - things |
… | |
… | |
32 | */ |
32 | */ |
33 | |
33 | |
34 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
35 | #define DEFINE_H |
36 | |
36 | |
37 | /* |
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38 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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39 | * Thus the prototypes made by cextract don't get included correctly. |
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40 | */ |
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41 | #if !defined(__STDC__) |
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42 | |
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43 | /* Removed # from start of following line. makedepend was picking it up. |
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44 | * The following should still hopefully result in an error. |
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45 | */ |
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46 | error - Your ANSI C compiler should be defining __STDC__; |
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47 | #endif |
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48 | |
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49 | #include <autoconf.h> |
37 | #include <autoconf.h> |
50 | |
38 | |
51 | #define FONTDIR "" |
39 | #define FONTDIR "" |
52 | #define FONTNAME "" |
40 | #define FONTNAME "" |
53 | |
41 | |
54 | /* Decstations have trouble with fabs()... */ |
42 | /* Decstations have trouble with fabs()... */ |
55 | #define FABS(x) ((x)<0?-(x):(x)) |
43 | #define FABS(x) fabs (x) |
56 | |
44 | |
57 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
46 | # include <sys/param.h> |
59 | #endif |
47 | #endif |
60 | #ifndef MIN |
48 | #ifndef MIN |
61 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
49 | # define MIN(x,y) min (x, y) |
62 | #endif |
50 | #endif |
63 | #ifndef MAX |
51 | #ifndef MAX |
64 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
52 | # define MAX(x,y) max (x, y) |
65 | #endif |
53 | #endif |
66 | |
54 | |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
55 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
68 | #ifndef NAME_MAX |
56 | #ifndef NAME_MAX |
69 | # define NAME_MAX 255 |
57 | # define NAME_MAX 255 |
… | |
… | |
94 | |
82 | |
95 | #define MAX_NAME 48 |
83 | #define MAX_NAME 48 |
96 | #define MAX_EXT_TITLE 98 |
84 | #define MAX_EXT_TITLE 98 |
97 | |
85 | |
98 | /* Fatal variables: */ |
86 | /* Fatal variables: */ |
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87 | //TODO: remove all calls to fatal and replace them by cleanup |
99 | #define OUT_OF_MEMORY 0 |
88 | #define OUT_OF_MEMORY 0 |
100 | #define MAP_ERROR 1 |
89 | #define MAP_ERROR 1 |
101 | #define ARCHTABLE_TOO_SMALL 2 |
90 | #define ARCHTABLE_TOO_SMALL 2 // unused |
102 | #define TOO_MANY_ERRORS 3 |
91 | #define TOO_MANY_ERRORS 3 |
103 | |
92 | |
104 | /* TYPE DEFINES */ |
93 | /* TYPE DEFINES */ |
105 | |
94 | |
106 | /* Only add new values to this list if somewhere in the program code, |
95 | /* Only add new values to this list if somewhere in the program code, |
… | |
… | |
440 | #define FLAG_USE_SHIELD 7 |
429 | #define FLAG_USE_SHIELD 7 |
441 | /* Can this creature use a shield? */ |
430 | /* Can this creature use a shield? */ |
442 | |
431 | |
443 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
432 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | |
433 | |
445 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
434 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | |
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447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
435 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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436 | |
448 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
437 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | |
438 | |
450 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
439 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | |
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452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
440 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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441 | |
453 | #define FLAG_MONSTER 14 /* Will attack players */ |
442 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_FRIENDLY 15 /* Will help players */ |
443 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | |
444 | |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
… | |
… | |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
466 | |
455 | |
467 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
456 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
468 | |
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469 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
457 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
470 | |
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471 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
458 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
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459 | |
472 | #define FLAG_IS_USED_UP 28 |
460 | #define FLAG_IS_USED_UP 28 |
473 | /* When (--food<0) the object will exit */ |
461 | /* When (--food<0) the object will exit */ |
474 | #define FLAG_IDENTIFIED 29 |
462 | #define FLAG_IDENTIFIED 29 |
475 | /* Player knows full info about item */ |
463 | /* Player knows full info about item */ |
476 | #define FLAG_REFLECTING 30 |
464 | #define FLAG_REFLECTING 30 |
477 | /* Object reflects from walls (lightning) */ |
465 | /* Object reflects from walls (lightning) */ |
478 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
466 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
479 | |
467 | |
480 | /* Start of values in flags[1] */ |
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481 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
468 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
482 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
469 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
483 | #define FLAG_STARTEQUIP 34 |
470 | #define FLAG_STARTEQUIP 34 |
484 | /* Object was given to player at start */ |
471 | /* Object was given to player at start */ |
485 | #define FLAG_BLOCKSVIEW 35 |
472 | #define FLAG_BLOCKSVIEW 35 |
… | |
… | |
496 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
483 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
497 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
484 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
498 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
485 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
499 | but can still attack at a distance */ |
486 | but can still attack at a distance */ |
500 | |
487 | |
501 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
488 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
502 | thru this object as if it wasn't there */ |
489 | thru this object as if it wasn't there */ |
503 | |
490 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
504 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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505 | |
491 | |
506 | #define FLAG_PICK_UP 48 /* Can pick up */ |
492 | #define FLAG_PICK_UP 48 /* Can pick up */ |
507 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
493 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
508 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
494 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
509 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
495 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
… | |
… | |
523 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
524 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
525 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
511 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
526 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
512 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
527 | |
513 | |
528 | /* Start of values in flags[2] */ |
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529 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
530 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
515 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
531 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
516 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
532 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
517 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
533 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
518 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
562 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
547 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
563 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
548 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
564 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
549 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
565 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
550 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
566 | |
551 | |
567 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
552 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
568 | |
553 | |
569 | /* Start of values in flags[3] */ |
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570 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
554 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
571 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
555 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
572 | * away (replaces ghosthit) |
556 | * away (replaces ghosthit) |
573 | */ |
557 | */ |
574 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
558 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
581 | object */ |
565 | object */ |
582 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
566 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
583 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
567 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
584 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
568 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
585 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
569 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
586 | * load_original_map() */ |
570 | * load_original_map() */ |
587 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
571 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
588 | * the overlay, and is not subject to |
572 | * the overlay, and is not subject to |
589 | * decay. */ |
573 | * decay. */ |
590 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
574 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
591 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
575 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
592 | #define FLAG_IS_WATER 107 |
576 | #define FLAG_IS_WATER 107 |
593 | #define FLAG_CONTENT_ON_GEN 108 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
594 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
578 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
595 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
579 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
596 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
580 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
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581 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
597 | |
582 | |
598 | #define NUM_FLAGS 112 /* Should always be equal to the last |
583 | #define NUM_FLAGS 113 /* Should always be equal to the last |
599 | * defined flag + 1. If you change this, |
584 | * defined flag + 1. If you change this, |
600 | * make sure you update the flag_links |
585 | * make sure you update the flag_links |
601 | * in common/loader.l |
586 | * in common/loader.l |
602 | */ |
587 | */ |
603 | |
588 | |
604 | /* Values can go up to 127 before the size of the flags array in the |
589 | /* Values can go up to 127 before the size of the flags array in the |
605 | * object structure needs to be enlarged. |
590 | * object structure needs to be enlarged. |
606 | * So there are 18 available flags slots |
591 | * So there are 18 available flags slots |
607 | */ |
592 | */ |
608 | |
593 | |
609 | |
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610 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
594 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
611 | |
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612 | #if 0 |
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613 | |
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614 | /* These should no longer be needed - access move_slow_penalty |
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615 | * directly. |
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616 | */ |
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617 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
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618 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
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619 | #endif |
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620 | |
595 | |
621 | /* If you add new movement types, you may need to update |
596 | /* If you add new movement types, you may need to update |
622 | * describe_item() so properly describe those types. |
597 | * describe_item() so properly describe those types. |
623 | * change_abil() probably should be updated also. |
598 | * change_abil() probably should be updated also. |
624 | */ |
599 | */ |
… | |
… | |
629 | /* Combo of fly_low and fly_high */ |
604 | /* Combo of fly_low and fly_high */ |
630 | #define MOVE_SWIM 0x8 /* Swimming object */ |
605 | #define MOVE_SWIM 0x8 /* Swimming object */ |
631 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
632 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
607 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
633 | |
608 | |
634 | /* the normal assumption is that objects are walking/flying. |
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635 | * So often we don't want to block movement, but still don't want |
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636 | * to allow all types (swimming is rather specialized) - I also |
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637 | * expect as more movement types show up, this is likely to get |
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638 | * updated. Basically, this is the default for spaces that allow |
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639 | * movement - anything but swimming right now. If you really |
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640 | * want nothing at all, then can always set move_block to 0 |
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641 | */ |
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642 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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643 | |
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644 | /* typdef here to define type large enough to hold bitmask of |
609 | /* typdef here to define type large enough to hold bitmask of |
645 | * all movement types. Make one declaration so easy to update. |
610 | * all movement types. Make one declaration so easy to update. |
646 | * uint8 is defined yet, so just use what that would define it |
611 | * uint8 is defined yet, so just use what that would define it |
647 | * at anyways. |
612 | * at anyways. |
648 | */ |
613 | */ |
… | |
… | |
659 | * Add check - if type is 0, don't stop anything from moving |
624 | * Add check - if type is 0, don't stop anything from moving |
660 | * onto it. |
625 | * onto it. |
661 | * |
626 | * |
662 | */ |
627 | */ |
663 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
628 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
664 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
629 | ((type) && (ob1->move_type & type) == ob1->move_type) |
665 | |
630 | |
666 | |
631 | |
667 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
632 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
668 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
633 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
669 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
634 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
696 | #define EXIT_Y(xyz) (xyz)->stats.sp |
661 | #define EXIT_Y(xyz) (xyz)->stats.sp |
697 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
662 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
698 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
663 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
699 | |
664 | |
700 | /* for use by the lighting code */ |
665 | /* for use by the lighting code */ |
701 | #define MAX_LIGHT_RADII 4 |
666 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
702 | /* max radii for 'light' object, really |
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703 | * large values allow objects that can |
667 | * large values allow objects that can |
704 | * slow down the game */ |
668 | * slow down the game */ |
705 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
669 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
706 | * practical reason to exceed this */ |
670 | * practical reason to exceed this */ |
707 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
671 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
733 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
697 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
734 | #define FIRE_DIRECTIONAL 0 |
698 | #define FIRE_DIRECTIONAL 0 |
735 | #define FIRE_POSITIONAL 1 |
699 | #define FIRE_POSITIONAL 1 |
736 | |
700 | |
737 | /******************************************************************************/ |
701 | /******************************************************************************/ |
738 | |
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739 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
702 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
740 | |
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741 | /******************************************************************************/ |
703 | /******************************************************************************/ |
742 | |
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743 | /* if your monsters start acting wierd, mail me */ |
704 | /* if your monsters start acting wierd, mail me */ |
744 | |
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745 | /******************************************************************************/ |
705 | /******************************************************************************/ |
746 | |
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747 | /* the following definitions are for the attack_movement variable in monsters */ |
706 | /* the following definitions are for the attack_movement variable in monsters */ |
748 | |
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749 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
707 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
750 | |
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751 | /* set to zero */ |
708 | /* set to zero */ |
752 | |
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753 | /* the standard mode of movement from previous versions of crossfire will be */ |
709 | /* the standard mode of movement from previous versions of crossfire will be */ |
754 | |
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755 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
710 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
756 | |
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757 | /* er has an enemy. these should only be used for non agressive monsters. */ |
711 | /* er has an enemy. these should only be used for non agressive monsters. */ |
758 | |
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759 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
712 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
760 | |
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|
761 | /* ment numbers example a monster that moves in a circle until attacked and */ |
713 | /* ment numbers example a monster that moves in a circle until attacked and */ |
762 | |
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|
763 | /* then attacks from a distance: */ |
714 | /* then attacks from a distance: */ |
764 | |
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|
765 | /* CIRCLE1 = 32 */ |
715 | /* CIRCLE1 = 32 */ |
766 | |
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|
767 | /* + DISTATT = 1 */ |
716 | /* + DISTATT = 1 */ |
768 | |
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|
769 | /* ------------------- */ |
717 | /* ------------------- */ |
770 | |
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771 | /* attack_movement = 33 */ |
718 | /* attack_movement = 33 */ |
772 | |
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773 | /******************************************************************************/ |
719 | /******************************************************************************/ |
774 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
720 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
775 | /* attack from a distance - good for missile users only */ |
721 | /* attack from a distance - good for missile users only */ |
776 | #define RUNATT 2 /* run but attack if player catches up to object */ |
722 | #define RUNATT 2 /* run but attack if player catches up to object */ |
777 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
723 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
813 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
759 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
814 | #define HI4 240 |
760 | #define HI4 240 |
815 | |
761 | |
816 | #define BLANK_FACE_NAME "blank.x11" |
762 | #define BLANK_FACE_NAME "blank.x11" |
817 | #define EMPTY_FACE_NAME "empty.x11" |
763 | #define EMPTY_FACE_NAME "empty.x11" |
818 | #define DARK_FACE1_NAME "dark1.x11" |
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|
819 | #define DARK_FACE2_NAME "dark2.x11" |
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820 | #define DARK_FACE3_NAME "dark3.x11" |
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821 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
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822 | |
764 | |
823 | /* |
765 | /* |
824 | * Defines for the luck/random functions to make things more readable |
766 | * Defines for the luck/random functions to make things more readable |
825 | */ |
767 | */ |
826 | |
768 | |
… | |
… | |
966 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
908 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
967 | |
909 | |
968 | /* Cut off point of when an object is put on the active list or not */ |
910 | /* Cut off point of when an object is put on the active list or not */ |
969 | #define MIN_ACTIVE_SPEED 1e-5 |
911 | #define MIN_ACTIVE_SPEED 1e-5 |
970 | |
912 | |
971 | /* |
913 | #define RANDOM() (rndm.next () & 0xffffffU) |
972 | * random() is much better than rand(). If you have random(), use it instead. |
914 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
973 | * You shouldn't need to change any of this |
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974 | * |
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975 | * 0.93.3: It looks like linux has random (previously, it was set below |
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|
976 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
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977 | * problems, add || defined(__linux__) the #if immediately below. |
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978 | * |
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979 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
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980 | * here. |
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981 | */ |
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982 | |
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|
983 | #define RANDOM() random() |
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|
984 | #define SRANDOM(xyz) srandom(xyz) |
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|
985 | |
915 | |
986 | /* Returns the weight of the given object. Note: it does not take the number of |
916 | /* Returns the weight of the given object. Note: it does not take the number of |
987 | * items (nrof) into account. |
917 | * items (nrof) into account. |
988 | */ |
918 | */ |
989 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
919 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1003 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
933 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1004 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
934 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1005 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
935 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1006 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
936 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1007 | |
937 | |
1008 | /* You may uncomment following define to check sanity of code. |
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|
1009 | * But use as debug only (loses all speed gained by those macros) |
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|
1010 | */ |
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1011 | |
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|
1012 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
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1013 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
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1014 | |
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1015 | |
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1016 | |
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1017 | |
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1018 | |
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1019 | |
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1020 | |
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1021 | /* |
938 | /* |
1022 | * Warning! |
939 | * Warning! |
1023 | * If you add message types here, don't forget |
940 | * If you add message types here, don't forget |
1024 | * to keep the client up to date too! |
941 | * to keep the client up to date too! |
1025 | */ |
942 | */ |
1026 | |
|
|
1027 | |
943 | |
1028 | /* message types */ |
944 | /* message types */ |
1029 | #define MSG_TYPE_BOOK 1 |
945 | #define MSG_TYPE_BOOK 1 |
1030 | #define MSG_TYPE_CARD 2 |
946 | #define MSG_TYPE_CARD 2 |
1031 | #define MSG_TYPE_PAPER 3 |
947 | #define MSG_TYPE_PAPER 3 |