1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
26 | |
26 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
27 | * around, this file should be better split between them - things |
28 | * around, this file should be better split between them - things |
… | |
… | |
31 | */ |
32 | */ |
32 | |
33 | |
33 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
35 | #define DEFINE_H |
35 | |
36 | |
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> |
37 | #include <autoconf.h> |
49 | |
38 | |
50 | #define FONTDIR "" |
39 | #define FONTDIR "" |
51 | #define FONTNAME "" |
40 | #define FONTNAME "" |
52 | |
41 | |
53 | /* Decstations have trouble with fabs()... */ |
42 | /* Decstations have trouble with fabs()... */ |
54 | #define FABS(x) ((x)<0?-(x):(x)) |
43 | #define FABS(x) fabs (x) |
55 | |
44 | |
56 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
57 | # include <sys/param.h> |
46 | # include <sys/param.h> |
58 | #endif |
47 | #endif |
59 | #ifndef MIN |
48 | #ifndef MIN |
60 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
49 | # define MIN(x,y) min (x, y) |
61 | #endif |
50 | #endif |
62 | #ifndef MAX |
51 | #ifndef MAX |
63 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
52 | # define MAX(x,y) max (x, y) |
64 | #endif |
53 | #endif |
65 | |
54 | |
66 | /*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*/ |
67 | #ifndef NAME_MAX |
56 | #ifndef NAME_MAX |
68 | # define NAME_MAX 255 |
57 | # define NAME_MAX 255 |
… | |
… | |
93 | |
82 | |
94 | #define MAX_NAME 48 |
83 | #define MAX_NAME 48 |
95 | #define MAX_EXT_TITLE 98 |
84 | #define MAX_EXT_TITLE 98 |
96 | |
85 | |
97 | /* Fatal variables: */ |
86 | /* Fatal variables: */ |
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87 | //TODO: remove all calls to fatal and replace them by cleanup |
98 | #define OUT_OF_MEMORY 0 |
88 | #define OUT_OF_MEMORY 0 |
99 | #define MAP_ERROR 1 |
89 | #define MAP_ERROR 1 |
100 | #define ARCHTABLE_TOO_SMALL 2 |
90 | #define ARCHTABLE_TOO_SMALL 2 // unused |
101 | #define TOO_MANY_ERRORS 3 |
91 | #define TOO_MANY_ERRORS 3 |
102 | |
92 | |
103 | /* TYPE DEFINES */ |
93 | /* TYPE DEFINES */ |
104 | |
94 | |
105 | /* 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, |
… | |
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110 | * flags |
100 | * flags |
111 | * Also, if you add new entries, try and fill up the holes in this list. |
101 | * 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 |
102 | * Additionally, when you add a new entry, include it in the table in item.c |
113 | */ |
103 | */ |
114 | |
104 | |
115 | /* type 0 will be undefined and shows a non valid type information */ |
105 | /* USED TYPES: (for dead types please look at the bottom of the type |
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106 | * definitions) |
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107 | */ |
116 | |
108 | |
117 | #define PLAYER 1 |
109 | /* type 0 objects have the default behaviour */ |
118 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
110 | |
119 | #define ROD 3 |
111 | #define PLAYER 1 |
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112 | #define TRANSPORT 2 /* see pod/objects.pod */ |
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113 | #define ROD 3 |
120 | #define TREASURE 4 |
114 | #define TREASURE 4 |
121 | #define POTION 5 |
115 | #define POTION 5 |
122 | #define FOOD 6 |
116 | #define FOOD 6 |
123 | #define POISON 7 |
117 | #define POISON 7 |
124 | #define BOOK 8 |
118 | #define BOOK 8 |
125 | #define CLOCK 9 |
119 | #define CLOCK 9 |
126 | |
120 | |
127 | /*#define FBULLET 10 */ |
121 | #define ARROW 13 |
128 | |
122 | #define BOW 14 |
129 | /*#define FBALL 11 */ |
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130 | #define LIGHTNING 12 |
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131 | #define ARROW 13 |
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132 | #define BOW 14 |
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133 | #define WEAPON 15 |
123 | #define WEAPON 15 |
134 | #define ARMOUR 16 |
124 | #define ARMOUR 16 |
135 | #define PEDESTAL 17 |
125 | #define PEDESTAL 17 |
136 | #define ALTAR 18 |
126 | #define ALTAR 18 |
137 | |
127 | |
138 | /*#define CONFUSION 19 */ |
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139 | #define LOCKED_DOOR 20 |
128 | #define LOCKED_DOOR 20 |
140 | #define SPECIAL_KEY 21 |
129 | #define SPECIAL_KEY 21 |
141 | #define MAP 22 |
130 | #define MAP 22 |
142 | #define DOOR 23 |
131 | #define DOOR 23 |
143 | #define KEY 24 |
132 | #define KEY 24 |
144 | |
133 | |
145 | /*#define MMISSILE 25 */ |
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146 | #define TIMED_GATE 26 |
134 | #define TIMED_GATE 26 |
147 | #define TRIGGER 27 |
135 | #define TRIGGER 27 |
148 | #define GRIMREAPER 28 |
136 | #define GRIMREAPER 28 |
149 | #define MAGIC_EAR 29 |
137 | #define MAGIC_EAR 29 |
150 | #define TRIGGER_BUTTON 30 |
138 | #define TRIGGER_BUTTON 30 |
151 | #define TRIGGER_ALTAR 31 |
139 | #define TRIGGER_ALTAR 31 |
152 | #define TRIGGER_PEDESTAL 32 |
140 | #define TRIGGER_PEDESTAL 32 |
153 | #define SHIELD 33 |
141 | #define SHIELD 33 |
154 | #define HELMET 34 |
142 | #define HELMET 34 |
155 | #define HORN 35 |
143 | #define HORN 35 |
156 | #define MONEY 36 |
144 | #define MONEY 36 |
157 | #define CLASS 37 /* object for applying character class modifications to someone */ |
145 | #define CLASS 37 /* object for applying character class modifications to someone */ |
158 | #define GRAVESTONE 38 |
146 | #define GRAVESTONE 38 |
159 | #define AMULET 39 |
147 | #define AMULET 39 |
160 | #define PLAYERMOVER 40 |
148 | #define PLAYERMOVER 40 |
161 | #define TELEPORTER 41 |
149 | #define TELEPORTER 41 |
162 | #define CREATOR 42 |
150 | #define CREATOR 42 |
163 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
151 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
164 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
152 | |
165 | /* experience for broad skill categories. This value */ |
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166 | /* is now automatically converteed at load time. */ |
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167 | #define EARTHWALL 45 |
153 | #define EARTHWALL 45 |
168 | #define GOLEM 46 |
154 | #define GOLEM 46 |
169 | |
155 | |
170 | /*#define BOMB 47 */ |
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171 | #define THROWN_OBJ 48 |
156 | #define THROWN_OBJ 48 |
172 | #define BLINDNESS 49 |
157 | #define BLINDNESS 49 |
173 | #define GOD 50 |
158 | #define GOD 50 |
174 | |
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175 | #define DETECTOR 51 /* peterm: detector is an object */ |
159 | #define DETECTOR 51 /* peterm: detector is an object |
176 | /* which notices the presense of */ |
160 | * which notices the presense of |
177 | /* another object and is triggered */ |
161 | * another object and is triggered |
178 | /* like buttons. */ |
162 | * like buttons. |
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163 | */ |
179 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
164 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
180 | /* force into a player with a specified string WHEN TRIGGERED. */ |
165 | * force into a player with a specified string WHEN TRIGGERED. |
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166 | */ |
181 | #define DEAD_OBJECT 53 |
167 | #define DEAD_OBJECT 53 |
182 | #define DRINK 54 |
168 | #define DRINK 54 |
183 | #define MARKER 55 /* inserts an invisible, weightless */ |
169 | #define MARKER 55 /* inserts an invisible, weightless |
184 | /* force into a player with a specified string. */ |
170 | * force into a player with a specified string. |
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171 | */ |
185 | #define HOLY_ALTAR 56 |
172 | #define HOLY_ALTAR 56 |
186 | #define PLAYER_CHANGER 57 |
173 | #define PLAYER_CHANGER 57 |
187 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
174 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
188 | |
175 | |
189 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
176 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
190 | /* a monster into a peaceful being incapable of attack. */ |
177 | * a monster into a peaceful being incapable of attack. |
191 | #define GEM 60 |
178 | */ |
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179 | #define GEM 60 |
192 | |
180 | |
193 | /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ |
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194 | #define FIREWALL 62 |
181 | #define FIREWALL 62 |
195 | #define ANVIL 63 |
182 | #define ANVIL 63 |
196 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
183 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
197 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
184 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
198 | * values of last_sp set how to change: |
185 | * values of last_sp set how to change: |
199 | * 0 = furious, all monsters become aggressive |
186 | * 0 = furious, all monsters become aggressive |
200 | * 1 = angry, all but friendly become aggressive |
187 | * 1 = angry, all but friendly become aggressive |
201 | * 2 = calm, all aggressive monsters calm down |
188 | * 2 = calm, all aggressive monsters calm down |
202 | * 3 = sleep, all monsters fall asleep |
189 | * 3 = sleep, all monsters fall asleep |
203 | * 4 = charm, monsters become pets */ |
190 | * 4 = charm, monsters become pets */ |
204 | #define EXIT 66 |
191 | #define EXIT 66 |
205 | #define ENCOUNTER 67 |
192 | #define ENCOUNTER 67 |
206 | #define SHOP_FLOOR 68 |
193 | #define SHOP_FLOOR 68 |
207 | #define SHOP_MAT 69 |
194 | #define SHOP_MAT 69 |
208 | #define RING 70 |
195 | #define RING 70 |
209 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
196 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
210 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
197 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
211 | #define INORGANIC 73 /* metals and minerals */ |
198 | #define INORGANIC 73 /* metals and minerals */ |
212 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
199 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
213 | #define LIGHTER 75 |
200 | #define LIGHTER 75 |
214 | |
201 | |
215 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
202 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
216 | * types are not used in any archetypes, and should perhaps be removed. |
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217 | */ |
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218 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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219 | |
203 | |
220 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
204 | |
221 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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222 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
205 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
223 | in the engine. Like statues, clocks, chairs,... |
206 | in the engine. Like statues, clocks, chairs,... |
224 | If perhaps we create a function where we can sit |
207 | If perhaps we create a function where we can sit |
225 | on chairs, we create a new type and remove all |
208 | on chairs, we create a new type and remove all |
226 | chairs from here. */ |
209 | chairs from here. */ |
227 | #define MONSTER 80 |
210 | |
228 | /* yes, thats a real, living creature */ |
211 | #define LAMP 82 /* a lamp */ |
229 | #define SPAWN_GENERATOR 81 |
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230 | /* a spawn point or monster generator object */ |
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231 | #define LAMP 82 /* a lamp */ |
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232 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
233 | #define TOOL 84 /* a tool for building objects */ |
213 | |
234 | #define SPELLBOOK 85 |
214 | #define SPELLBOOK 85 |
235 | #define BUILDFAC 86 /* facilities for building objects */ |
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236 | #define CLOAK 87 |
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237 | |
215 | |
238 | /*#define CONE 88 */ |
216 | #define CLOAK 87 |
239 | |
217 | |
240 | /*#define AURA 89 *//* aura spell object */ |
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241 | |
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242 | #define SPINNER 90 |
218 | #define SPINNER 90 |
243 | #define GATE 91 |
219 | #define GATE 91 |
244 | #define BUTTON 92 |
220 | #define BUTTON 92 |
245 | #define CF_HANDLE 93 |
221 | #define CF_HANDLE 93 |
246 | #define HOLE 94 |
222 | #define HOLE 94 |
247 | #define TRAPDOOR 95 |
223 | #define TRAPDOOR 95 |
248 | |
224 | |
249 | /*#define WORD_OF_RECALL 96 */ |
225 | #define SIGN 98 |
250 | |
226 | #define BOOTS 99 |
251 | /*#define PARAIMAGE 97 */ |
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252 | #define SIGN 98 |
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253 | #define BOOTS 99 |
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254 | #define GLOVES 100 |
227 | #define GLOVES 100 |
255 | #define SPELL 101 |
228 | #define SPELL 101 |
256 | #define SPELL_EFFECT 102 |
229 | #define SPELL_EFFECT 102 |
257 | #define CONVERTER 103 |
230 | #define CONVERTER 103 |
258 | #define BRACERS 104 |
231 | #define BRACERS 104 |
259 | #define POISONING 105 |
232 | #define POISONING 105 |
260 | #define SAVEBED 106 |
233 | #define SAVEBED 106 |
261 | #define POISONCLOUD 107 |
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262 | #define FIREHOLES 108 |
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263 | #define WAND 109 |
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264 | |
234 | |
265 | /*#define ABILITY 110*/ |
235 | #define WAND 109 |
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236 | |
266 | #define SCROLL 111 |
237 | #define SCROLL 111 |
267 | #define DIRECTOR 112 |
238 | #define DIRECTOR 112 |
268 | #define GIRDLE 113 |
239 | #define GIRDLE 113 |
269 | #define FORCE 114 |
240 | #define FORCE 114 |
270 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
241 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
271 | #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ |
242 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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243 | |
272 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
244 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
273 | #define CONTAINER 122 |
245 | #define CONTAINER 122 |
274 | #define ARMOUR_IMPROVER 123 |
246 | #define ARMOUR_IMPROVER 123 |
275 | #define WEAPON_IMPROVER 124 |
247 | #define WEAPON_IMPROVER 124 |
276 | |
248 | |
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249 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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250 | #define DEEP_SWAMP 138 |
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251 | #define IDENTIFY_ALTAR 139 |
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252 | |
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253 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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254 | |
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255 | #define RUNE 154 |
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256 | #define TRAP 155 |
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257 | |
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258 | #define POWER_CRYSTAL 156 |
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259 | #define CORPSE 157 |
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260 | |
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261 | #define DISEASE 158 |
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262 | #define SYMPTOM 159 |
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263 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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264 | #define MATERIAL 161 /* Material for building */ |
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265 | |
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266 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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267 | |
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268 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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269 | potions, alchemy, or magic works here (elmex) */ |
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270 | |
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271 | /* DEAD TYPES: */ |
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272 | //#define FBULLET 10 |
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273 | //#define FBALL 11 |
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274 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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275 | //#define CONFUSION 19 |
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276 | //#define MMISSILE 25 |
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277 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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278 | * experience for broad skill categories. This value |
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279 | * is now automatically converteed at load time. |
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280 | */ |
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281 | //#define BOMB 47 |
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282 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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283 | |
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284 | /* random crossfire developer: The trap_part, wall, light_source, |
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285 | * misc_object, monster, and spawn_generator |
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286 | * types are not used in any archetypes, |
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287 | * and should perhaps be removed. |
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288 | * |
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289 | * Wed Dec 20 13:35:24 CET 2006: |
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290 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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291 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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292 | * renamed WALL to BUILDABLE_WALL. |
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293 | */ |
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294 | |
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295 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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296 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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297 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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298 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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299 | //#define TOOL 84 /* a tool for building objects */ |
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300 | //#define BUILDFAC 86 /* facilities for building objects */ |
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301 | //#define CONE 88 |
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302 | //#define AURA 89 /* aura spell object */ |
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303 | //#define WORD_OF_RECALL 96 |
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304 | //#define PARAIMAGE 97 |
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305 | //#define POISONCLOUD 107 |
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306 | //#define FIREHOLES 108 |
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307 | //#define ABILITY 110 |
277 | /* unused: 125 - 129 |
308 | /* unused: 125 - 129 |
278 | * type 125 was MONEY_CHANGER |
309 | * type 125 was MONEY_CHANGER |
279 | */ |
310 | */ |
280 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
311 | //#define CANCELLATION 141 /* not used with new spell code */ |
281 | #define DEEP_SWAMP 138 |
312 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
282 | #define IDENTIFY_ALTAR 139 |
313 | //#define SWARM_SPELL 153 |
283 | |
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284 | /*#define CANCELLATION 141*//* not used with new spell code */ |
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285 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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286 | |
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287 | /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ |
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288 | |
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289 | /*#define SWARM_SPELL 153*/ |
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290 | #define RUNE 154 |
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291 | #define TRAP 155 |
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292 | |
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293 | #define POWER_CRYSTAL 156 |
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294 | #define CORPSE 157 |
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295 | |
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296 | #define DISEASE 158 |
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297 | #define SYMPTOM 159 |
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298 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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299 | #define MATERIAL 161/* Material for building */ |
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300 | |
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301 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
314 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
302 | #define ITEM_TRANSFORMER 163/* Transforming one item with another */ |
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303 | #define QUEST 164/* See below for subtypes */ |
315 | //#define QUEST 164 /* See below for subtypes */ |
304 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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305 | potions, alchemy, or magic works here (elmex) */ |
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306 | |
316 | |
307 | /* END TYPE DEFINE */ |
317 | /* END TYPE DEFINE */ |
308 | |
318 | |
309 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
319 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
310 | |
320 | |
… | |
… | |
395 | #define SIZEOFFREE2 24 |
405 | #define SIZEOFFREE2 24 |
396 | #define SIZEOFFREE 49 |
406 | #define SIZEOFFREE 49 |
397 | |
407 | |
398 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
408 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
399 | |
409 | |
400 | /* Flag structure now changed. |
410 | /* |
401 | * Each flag is now a bit offset, starting at zero. The macros |
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402 | * will update/read the appropriate flag element in the object |
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403 | * structure. |
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404 | * |
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405 | * Hopefully, since these offsets are integer constants set at run time, |
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406 | * the compiler will reduce the macros something as simple as the |
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407 | * old system was. |
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408 | * |
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409 | * Flags now have FLAG as the prefix. This to be clearer, and also |
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410 | * to make sure F_ names are not still being used anyplace. |
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411 | * |
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412 | * The macros below assume that the flag size for each element is 32 |
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413 | * bits. IF it is smaller, bad things will happen. See structs.h |
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414 | * for more info. |
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415 | * |
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416 | * All functions should use the macros below. In process of converting |
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417 | * to the new system, I find several files that did not use the previous |
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418 | * macros. |
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419 | * |
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420 | * If any FLAG's are or changed, make sure the flag_names structure in |
411 | * If any FLAG's are added or changed, make sure the flag_names structure in |
421 | * common/loader.l is updated. |
412 | * common/loader.l is updated. |
422 | * |
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423 | * flags[0] is 0 to 31 |
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424 | * flags[1] is 32 to 63 |
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425 | * flags[2] is 64 to 95 |
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426 | * flags[3] is 96 to 127 |
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427 | */ |
413 | */ |
428 | |
414 | |
429 | /* Basic routines to do above */ |
415 | /* Basic routines to do above */ |
430 | #define SET_FLAG(xyz, p) \ |
416 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
431 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
417 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
432 | #define CLEAR_FLAG(xyz, p) \ |
418 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
433 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
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434 | #define QUERY_FLAG(xyz, p) \ |
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435 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
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436 | #define COMPARE_FLAGS(p,q) \ |
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437 | ( \ |
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438 | ((p)->flags[0] == (q)->flags[0]) && \ |
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439 | ((p)->flags[1] == (q)->flags[1]) && \ |
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440 | ((p)->flags[2] == (q)->flags[2]) && \ |
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441 | ((p)->flags[3] == (q)->flags[3]) \ |
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442 | ) |
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443 | |
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444 | /* convenience macros to determine what kind of things we are dealing with */ |
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445 | |
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446 | #define IS_WEAPON(op) \ |
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447 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
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448 | |
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449 | #define IS_ARMOR(op) \ |
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450 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
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451 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
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452 | op->type == BRACERS || op->type == GIRDLE) |
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453 | |
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454 | #define IS_LIVE(op) \ |
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455 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
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456 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
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457 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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458 | |
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459 | #define IS_ARROW(op) \ |
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460 | (op->type==ARROW || \ |
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461 | (op->type==SPELL_EFFECT && \ |
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462 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
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463 | |
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464 | /* This return TRUE if object has still randomitems which |
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465 | * could be expanded. |
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466 | */ |
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467 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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468 | |
419 | |
469 | /* the flags */ |
420 | /* the flags */ |
470 | |
421 | |
471 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
422 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
472 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
423 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
… | |
… | |
478 | #define FLAG_USE_SHIELD 7 |
429 | #define FLAG_USE_SHIELD 7 |
479 | /* Can this creature use a shield? */ |
430 | /* Can this creature use a shield? */ |
480 | |
431 | |
481 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
432 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
482 | |
433 | |
483 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
434 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
484 | |
|
|
485 | /*#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 | |
486 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
437 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
487 | |
438 | |
488 | /*#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 */ |
489 | |
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|
490 | /*#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 | |
491 | #define FLAG_MONSTER 14 /* Will attack players */ |
442 | #define FLAG_MONSTER 14 /* Will attack players */ |
492 | #define FLAG_FRIENDLY 15 /* Will help players */ |
443 | #define FLAG_FRIENDLY 15 /* Will help players */ |
493 | |
444 | |
494 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
445 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
495 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
446 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
496 | #define FLAG_AUTO_APPLY 18 |
447 | #define FLAG_AUTO_APPLY 18 |
497 | /* Will be applied when created */ |
448 | /* Will be applied when created */ |
498 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
449 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
499 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
450 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
500 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
451 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
501 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
452 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
502 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
453 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
503 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
454 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
504 | |
455 | |
505 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
456 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
506 | |
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|
507 | /*#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 */ |
508 | |
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|
509 | /*#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 | |
510 | #define FLAG_IS_USED_UP 28 |
460 | #define FLAG_IS_USED_UP 28 |
511 | /* When (--food<0) the object will exit */ |
461 | /* When (--food<0) the object will exit */ |
512 | #define FLAG_IDENTIFIED 29 |
462 | #define FLAG_IDENTIFIED 29 |
513 | /* Player knows full info about item */ |
463 | /* Player knows full info about item */ |
514 | #define FLAG_REFLECTING 30 |
464 | #define FLAG_REFLECTING 30 |
515 | /* Object reflects from walls (lightning) */ |
465 | /* Object reflects from walls (lightning) */ |
516 | #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 */ |
517 | |
467 | |
518 | /* Start of values in flags[1] */ |
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|
519 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
468 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
520 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
469 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
521 | #define FLAG_STARTEQUIP 34 |
470 | #define FLAG_STARTEQUIP 34 |
522 | /* Object was given to player at start */ |
471 | /* Object was given to player at start */ |
523 | #define FLAG_BLOCKSVIEW 35 |
472 | #define FLAG_BLOCKSVIEW 35 |
… | |
… | |
534 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
483 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
535 | #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 */ |
536 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
485 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
537 | but can still attack at a distance */ |
486 | but can still attack at a distance */ |
538 | |
487 | |
539 | /*#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 \ |
540 | thru this object as if it wasn't there */ |
489 | thru this object as if it wasn't there */ |
541 | |
490 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
542 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
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|
543 | |
491 | |
544 | #define FLAG_PICK_UP 48 /* Can pick up */ |
492 | #define FLAG_PICK_UP 48 /* Can pick up */ |
545 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
493 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
546 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
494 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
547 | #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 */ |
… | |
… | |
561 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
509 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
562 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
563 | #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 */ |
564 | #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 */ |
565 | |
513 | |
566 | /* Start of values in flags[2] */ |
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|
567 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
568 | #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 */ |
569 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
516 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
570 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
517 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
571 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
518 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
584 | |
531 | |
585 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
586 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
533 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
587 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
588 | |
535 | |
589 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
590 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
591 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 |
592 | /* (Item) gives invisibility when applied */ |
539 | /* (Item) gives invisibility when applied */ |
593 | #define FLAG_INV_LOCKED 86 |
540 | #define FLAG_INV_LOCKED 86 |
594 | /* Item will not be dropped from inventory */ |
541 | /* Item will not be dropped from inventory */ |
… | |
… | |
600 | #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 */ |
601 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
548 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
602 | #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 */ |
603 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
550 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
604 | |
551 | |
605 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
552 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
606 | |
553 | |
607 | /* Start of values in flags[3] */ |
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|
608 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
554 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
609 | #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 |
610 | * away (replaces ghosthit) |
556 | * away (replaces ghosthit) |
611 | */ |
557 | */ |
612 | #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 |
… | |
… | |
619 | object */ |
565 | object */ |
620 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
566 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
621 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
567 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
622 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
568 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
623 | #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 |
624 | * load_original_map() */ |
570 | * load_original_map() */ |
625 | #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 |
626 | * the overlay, and is not subject to |
572 | * the overlay, and is not subject to |
627 | * decay. */ |
573 | * decay. */ |
628 | #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' */ |
629 | #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' */ |
630 | #define FLAG_IS_WATER 107 |
576 | #define FLAG_IS_WATER 107 |
631 | #define FLAG_CONTENT_ON_GEN 108 |
577 | #define FLAG_CONTENT_ON_GEN 108 |
632 | #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 */ |
633 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
579 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
634 | #define FLAG_AFK 111 /* Player is AFK */ |
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 |
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|
582 | |
635 | #define NUM_FLAGS 111 /* Should always be equal to the last |
583 | #define NUM_FLAGS 113 /* Should always be equal to the last |
636 | * defined flag. If you change this, |
584 | * defined flag + 1. If you change this, |
637 | * make sure you update the flag_links |
585 | * make sure you update the flag_links |
638 | * in common/loader.l |
586 | * in common/loader.l |
639 | */ |
587 | */ |
640 | |
588 | |
641 | /* 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 |
642 | * object structure needs to be enlarged. |
590 | * object structure needs to be enlarged. |
643 | * So there are 18 available flags slots |
591 | * So there are 18 available flags slots |
644 | */ |
592 | */ |
645 | |
593 | |
646 | |
|
|
647 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
594 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
648 | |
|
|
649 | #if 0 |
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|
650 | |
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|
651 | /* These should no longer be needed - access move_slow_penalty |
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652 | * directly. |
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|
653 | */ |
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|
654 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
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|
655 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
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|
656 | #endif |
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|
657 | |
595 | |
658 | /* If you add new movement types, you may need to update |
596 | /* If you add new movement types, you may need to update |
659 | * describe_item() so properly describe those types. |
597 | * describe_item() so properly describe those types. |
660 | * change_abil() probably should be updated also. |
598 | * change_abil() probably should be updated also. |
661 | */ |
599 | */ |
662 | #define MOVE_WALK 0x1 /* Object walks */ |
600 | #define MOVE_WALK 0x01 /* Object walks */ |
663 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
601 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
664 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
602 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
665 | #define MOVE_FLYING 0x6 |
603 | #define MOVE_FLYING 0x06 |
666 | /* Combo of fly_low and fly_high */ |
604 | /* Combo of fly_low and fly_high */ |
667 | #define MOVE_SWIM 0x8 /* Swimming object */ |
605 | #define MOVE_SWIM 0x08 /* Swimming object */ |
668 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
606 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
607 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
608 | |
669 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
609 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
670 | |
|
|
671 | /* the normal assumption is that objects are walking/flying. |
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|
672 | * So often we don't want to block movement, but still don't want |
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|
673 | * to allow all types (swimming is rather specialized) - I also |
|
|
674 | * expect as more movement types show up, this is likely to get |
|
|
675 | * updated. Basically, this is the default for spaces that allow |
|
|
676 | * movement - anything but swimming right now. If you really |
|
|
677 | * want nothing at all, then can always set move_block to 0 |
|
|
678 | */ |
|
|
679 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
680 | |
610 | |
681 | /* typdef here to define type large enough to hold bitmask of |
611 | /* typdef here to define type large enough to hold bitmask of |
682 | * all movement types. Make one declaration so easy to update. |
612 | * all movement types. Make one declaration so easy to update. |
683 | * uint8 is defined yet, so just use what that would define it |
613 | * uint8 is defined yet, so just use what that would define it |
684 | * at anyways. |
614 | * at anyways. |
… | |
… | |
696 | * Add check - if type is 0, don't stop anything from moving |
626 | * Add check - if type is 0, don't stop anything from moving |
697 | * onto it. |
627 | * onto it. |
698 | * |
628 | * |
699 | */ |
629 | */ |
700 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
630 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
701 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
631 | ((type) && (ob1->move_type & type) == ob1->move_type) |
702 | |
632 | |
703 | |
633 | |
704 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
634 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
705 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
635 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
706 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
636 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
… | |
… | |
733 | #define EXIT_Y(xyz) (xyz)->stats.sp |
663 | #define EXIT_Y(xyz) (xyz)->stats.sp |
734 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
664 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
735 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
665 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
736 | |
666 | |
737 | /* for use by the lighting code */ |
667 | /* for use by the lighting code */ |
738 | #define MAX_LIGHT_RADII 4 |
668 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
739 | /* max radii for 'light' object, really |
|
|
740 | * large values allow objects that can |
669 | * large values allow objects that can |
741 | * slow down the game */ |
670 | * slow down the game */ |
742 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
671 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
743 | * practical reason to exceed this */ |
672 | * practical reason to exceed this */ |
744 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
673 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
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… | |
770 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
699 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
771 | #define FIRE_DIRECTIONAL 0 |
700 | #define FIRE_DIRECTIONAL 0 |
772 | #define FIRE_POSITIONAL 1 |
701 | #define FIRE_POSITIONAL 1 |
773 | |
702 | |
774 | /******************************************************************************/ |
703 | /******************************************************************************/ |
775 | |
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|
776 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
704 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
777 | |
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778 | /******************************************************************************/ |
705 | /******************************************************************************/ |
779 | |
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780 | /* if your monsters start acting wierd, mail me */ |
706 | /* if your monsters start acting wierd, mail me */ |
781 | |
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782 | /******************************************************************************/ |
707 | /******************************************************************************/ |
783 | |
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784 | /* the following definitions are for the attack_movement variable in monsters */ |
708 | /* the following definitions are for the attack_movement variable in monsters */ |
785 | |
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786 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
709 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
787 | |
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788 | /* set to zero */ |
710 | /* set to zero */ |
789 | |
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790 | /* the standard mode of movement from previous versions of crossfire will be */ |
711 | /* the standard mode of movement from previous versions of crossfire will be */ |
791 | |
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792 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
712 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
793 | |
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|
794 | /* er has an enemy. these should only be used for non agressive monsters. */ |
713 | /* er has an enemy. these should only be used for non agressive monsters. */ |
795 | |
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796 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
714 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
797 | |
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|
798 | /* ment numbers example a monster that moves in a circle until attacked and */ |
715 | /* ment numbers example a monster that moves in a circle until attacked and */ |
799 | |
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800 | /* then attacks from a distance: */ |
716 | /* then attacks from a distance: */ |
801 | |
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802 | /* CIRCLE1 = 32 */ |
717 | /* CIRCLE1 = 32 */ |
803 | |
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804 | /* + DISTATT = 1 */ |
718 | /* + DISTATT = 1 */ |
805 | |
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806 | /* ------------------- */ |
719 | /* ------------------- */ |
807 | |
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808 | /* attack_movement = 33 */ |
720 | /* attack_movement = 33 */ |
809 | |
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810 | /******************************************************************************/ |
721 | /******************************************************************************/ |
811 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
722 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
812 | /* attack from a distance - good for missile users only */ |
723 | /* attack from a distance - good for missile users only */ |
813 | #define RUNATT 2 /* run but attack if player catches up to object */ |
724 | #define RUNATT 2 /* run but attack if player catches up to object */ |
814 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
725 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
848 | /* changing directions */ |
759 | /* changing directions */ |
849 | /* this is VERTICAL movement */ |
760 | /* this is VERTICAL movement */ |
850 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
761 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
851 | #define HI4 240 |
762 | #define HI4 240 |
852 | |
763 | |
853 | /* |
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854 | * Use of the state-variable in player objects: |
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855 | */ |
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856 | |
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857 | #define ST_PLAYING 0 |
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858 | #define ST_PLAY_AGAIN 1 |
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859 | #define ST_ROLL_STAT 2 |
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860 | #define ST_CHANGE_CLASS 3 |
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861 | #define ST_CONFIRM_QUIT 4 |
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862 | #define ST_CONFIGURE 5 |
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863 | #define ST_GET_NAME 6 |
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864 | #define ST_GET_PASSWORD 7 |
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865 | #define ST_CONFIRM_PASSWORD 8 |
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866 | #define ST_GET_PARTY_PASSWORD 10 |
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867 | |
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868 | #define BLANK_FACE_NAME "blank.111" |
764 | #define BLANK_FACE_NAME "blank.x11" |
869 | #define EMPTY_FACE_NAME "empty.111" |
765 | #define EMPTY_FACE_NAME "empty.x11" |
870 | #define DARK_FACE1_NAME "dark1.111" |
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871 | #define DARK_FACE2_NAME "dark2.111" |
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872 | #define DARK_FACE3_NAME "dark3.111" |
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873 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
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874 | |
766 | |
875 | /* |
767 | /* |
876 | * Defines for the luck/random functions to make things more readable |
768 | * Defines for the luck/random functions to make things more readable |
877 | */ |
769 | */ |
878 | |
770 | |
… | |
… | |
1016 | #define CAN_APPLY_UNAPPLY 0x10 |
908 | #define CAN_APPLY_UNAPPLY 0x10 |
1017 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
909 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
1018 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
910 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
1019 | |
911 | |
1020 | /* Cut off point of when an object is put on the active list or not */ |
912 | /* Cut off point of when an object is put on the active list or not */ |
1021 | #define MIN_ACTIVE_SPEED 0.00001 |
913 | #define MIN_ACTIVE_SPEED 1e-5 |
1022 | |
914 | |
1023 | /* |
915 | #define RANDOM() (rndm.next () & 0xffffffU) |
1024 | * random() is much better than rand(). If you have random(), use it instead. |
916 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
1025 | * You shouldn't need to change any of this |
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1026 | * |
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1027 | * 0.93.3: It looks like linux has random (previously, it was set below |
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1028 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
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1029 | * problems, add || defined(__linux__) the #if immediately below. |
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1030 | * |
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1031 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
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1032 | * here. |
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1033 | */ |
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1034 | |
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1035 | #define RANDOM() random() |
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1036 | #define SRANDOM(xyz) srandom(xyz) |
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1037 | |
917 | |
1038 | /* Returns the weight of the given object. Note: it does not take the number of |
918 | /* Returns the weight of the given object. Note: it does not take the number of |
1039 | * items (nrof) into account. |
919 | * items (nrof) into account. |
1040 | */ |
920 | */ |
1041 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
921 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
… | |
… | |
1055 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
935 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
1056 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
936 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
1057 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
937 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
1058 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
938 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
1059 | |
939 | |
1060 | /* You may uncomment following define to check sanity of code. |
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1061 | * But use as debug only (loses all speed gained by those macros) |
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1062 | */ |
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1063 | |
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1064 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
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1065 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
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1066 | |
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1067 | |
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1068 | |
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1069 | |
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1070 | |
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1071 | |
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1072 | |
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1073 | /* |
940 | /* |
1074 | * Warning! |
941 | * Warning! |
1075 | * If you add message types here, don't forget |
942 | * If you add message types here, don't forget |
1076 | * to keep the client up to date too! |
943 | * to keep the client up to date too! |
1077 | */ |
944 | */ |
1078 | |
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|
1079 | |
945 | |
1080 | /* message types */ |
946 | /* message types */ |
1081 | #define MSG_TYPE_BOOK 1 |
947 | #define MSG_TYPE_BOOK 1 |
1082 | #define MSG_TYPE_CARD 2 |
948 | #define MSG_TYPE_CARD 2 |
1083 | #define MSG_TYPE_PAPER 3 |
949 | #define MSG_TYPE_PAPER 3 |