1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 |
… | |
… | |
42 | #define FABS(x) fabs (x) |
43 | #define FABS(x) fabs (x) |
43 | |
44 | |
44 | #ifdef __NetBSD__ |
45 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
46 | # include <sys/param.h> |
46 | #endif |
47 | #endif |
47 | #ifndef MIN |
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48 | # define MIN(x,y) min (x, y) |
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49 | #endif |
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50 | #ifndef MAX |
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51 | # define MAX(x,y) max (x, y) |
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52 | #endif |
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53 | |
48 | |
54 | // maximum length of an object name in the protocol |
49 | // maximum length of an object name in the protocol |
55 | #define NAME_LEN 127 |
50 | #define NAME_LEN 127 |
56 | |
51 | |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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58 | #ifndef MAX3 |
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59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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60 | #endif |
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61 | |
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62 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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63 | #ifndef MIN3 |
52 | #undef MIN |
64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
53 | #undef MAX |
65 | #endif |
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66 | |
54 | |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
55 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
56 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
69 | |
57 | |
70 | //TODO: not only use more reasonable values, also enforce them |
58 | //TODO: not only use more reasonable values, also enforce them |
… | |
… | |
75 | #define MIN_DAM 0 |
63 | #define MIN_DAM 0 |
76 | #define MAX_DAM 200 |
64 | #define MAX_DAM 200 |
77 | #define MIN_DIGESTION -35 |
65 | #define MIN_DIGESTION -35 |
78 | #define MAX_DIGESTION 70 |
66 | #define MAX_DIGESTION 70 |
79 | |
67 | |
80 | #define MAX_BUF 1024 |
68 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
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82 | #define VERY_BIG_BUF 2048 |
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83 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
69 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
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85 | |
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86 | #define FONTSIZE 3000 /* Max chars in font */ |
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87 | |
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88 | #define MAX_ANIMATIONS 256 |
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89 | |
70 | |
90 | #define MAX_NAME 48 |
71 | #define MAX_NAME 48 |
91 | #define MAX_EXT_TITLE 98 |
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92 | |
72 | |
93 | /* Fatal variables: */ |
73 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
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74 | |
94 | //TODO: remove all calls to fatal and replace them by cleanup |
75 | //TODO: remove all calls to fatal and replace them by cleanup |
95 | #define OUT_OF_MEMORY 0 |
76 | #define OUT_OF_MEMORY 0 |
96 | #define MAP_ERROR 1 |
77 | #define MAP_ERROR 1 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
78 | #define ARCHTABLE_TOO_SMALL 2 // unused |
98 | #define TOO_MANY_ERRORS 3 |
79 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
122 | #define POTION 5 |
103 | #define POTION 5 |
123 | #define FOOD 6 |
104 | #define FOOD 6 |
124 | #define POISON 7 |
105 | #define POISON 7 |
125 | #define BOOK 8 |
106 | #define BOOK 8 |
126 | #define CLOCK 9 |
107 | #define CLOCK 9 |
127 | |
108 | //10 |
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109 | //11 |
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110 | //12 |
128 | #define ARROW 13 |
111 | #define ARROW 13 |
129 | #define BOW 14 |
112 | #define BOW 14 |
130 | #define WEAPON 15 |
113 | #define WEAPON 15 |
131 | #define ARMOUR 16 |
114 | #define ARMOUR 16 |
132 | #define PEDESTAL 17 |
115 | #define PEDESTAL 17 |
133 | #define ALTAR 18 |
116 | #define ALTAR 18 |
134 | |
117 | #define T_MATCH 19 |
135 | #define LOCKED_DOOR 20 |
118 | #define LOCKED_DOOR 20 |
136 | #define SPECIAL_KEY 21 |
119 | #define SPECIAL_KEY 21 |
137 | #define MAP 22 |
120 | #define MAP 22 |
138 | #define DOOR 23 |
121 | #define DOOR 23 |
139 | #define KEY 24 |
122 | #define KEY 24 |
140 | |
123 | //25 |
141 | #define TIMED_GATE 26 |
124 | #define TIMED_GATE 26 |
142 | #define TRIGGER 27 |
125 | #define TRIGGER 27 |
143 | #define GRIMREAPER 28 |
126 | #define GRIMREAPER 28 |
144 | #define MAGIC_EAR 29 |
127 | #define MAGIC_EAR 29 |
145 | #define TRIGGER_BUTTON 30 |
128 | #define TRIGGER_BUTTON 30 |
… | |
… | |
154 | #define AMULET 39 |
137 | #define AMULET 39 |
155 | #define PLAYERMOVER 40 |
138 | #define PLAYERMOVER 40 |
156 | #define TELEPORTER 41 |
139 | #define TELEPORTER 41 |
157 | #define CREATOR 42 |
140 | #define CREATOR 42 |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
141 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | |
142 | //44 |
160 | #define EARTHWALL 45 |
143 | #define EARTHWALL 45 |
161 | #define GOLEM 46 |
144 | #define GOLEM 46 |
162 | |
145 | //47 |
163 | #define THROWN_OBJ 48 |
146 | #define THROWN_OBJ 48 |
164 | #define BLINDNESS 49 |
147 | #define BLINDNESS 49 |
165 | #define GOD 50 |
148 | #define GOD 50 |
166 | #define DETECTOR 51 /* peterm: detector is an object |
149 | #define DETECTOR 51 /* peterm: detector is an object |
167 | * which notices the presense of |
150 | * which notices the presense of |
… | |
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182 | |
165 | |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
166 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | * a monster into a peaceful being incapable of attack. |
167 | * a monster into a peaceful being incapable of attack. |
185 | */ |
168 | */ |
186 | #define GEM 60 |
169 | #define GEM 60 |
187 | |
170 | //61 |
188 | #define FIREWALL 62 |
171 | #define FIREWALL 62 |
189 | #define ANVIL 63 |
172 | #define ANVIL 63 |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
173 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define MOOD_FLOOR 65 /* |
174 | #define MOOD_FLOOR 65 /* |
192 | * values of last_sp set how to change: |
175 | * values of last_sp set how to change: |
… | |
… | |
206 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
189 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
207 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
190 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
208 | #define INORGANIC 73 /* metals and minerals */ |
191 | #define INORGANIC 73 /* metals and minerals */ |
209 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
192 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
210 | #define LIGHTER 75 |
193 | #define LIGHTER 75 |
211 | |
194 | //76 |
212 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
195 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
213 | |
196 | //78 |
214 | |
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215 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
197 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
216 | in the engine. Like statues, clocks, chairs,... |
198 | in the engine. Like statues, clocks, chairs,... |
217 | If perhaps we create a function where we can sit |
199 | If perhaps we create a function where we can sit |
218 | on chairs, we create a new type and remove all |
200 | on chairs, we create a new type and remove all |
219 | chairs from here. */ |
201 | chairs from here. */ |
220 | |
202 | //80 |
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203 | #define TORCH 81 /* a torch */ |
221 | #define LAMP 82 /* a lamp */ |
204 | #define LAMP 82 /* a lamp */ |
222 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
205 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
223 | |
206 | //84 |
224 | #define SPELLBOOK 85 |
207 | #define SPELLBOOK 85 |
225 | |
208 | //86 |
226 | #define CLOAK 87 |
209 | #define CLOAK 87 |
227 | |
210 | //88 |
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211 | //89 |
228 | #define SPINNER 90 |
212 | #define SPINNER 90 |
229 | #define GATE 91 |
213 | #define GATE 91 |
230 | #define BUTTON 92 |
214 | #define BUTTON 92 |
231 | #define CF_HANDLE 93 |
215 | #define T_HANDLE 93 |
232 | #define HOLE 94 |
216 | #define HOLE 94 |
233 | #define TRAPDOOR 95 |
217 | #define TRAPDOOR 95 |
234 | |
218 | //96 |
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219 | //97 |
235 | #define SIGN 98 |
220 | #define SIGN 98 |
236 | #define BOOTS 99 |
221 | #define BOOTS 99 |
237 | #define GLOVES 100 |
222 | #define GLOVES 100 |
238 | #define SPELL 101 |
223 | #define SPELL 101 |
239 | #define SPELL_EFFECT 102 |
224 | #define SPELL_EFFECT 102 |
240 | #define CONVERTER 103 |
225 | #define CONVERTER 103 |
241 | #define BRACERS 104 |
226 | #define BRACERS 104 |
242 | #define POISONING 105 |
227 | #define POISONING 105 |
243 | #define SAVEBED 106 |
228 | #define SAVEBED 106 |
244 | |
229 | //107 |
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230 | //108 |
245 | #define WAND 109 |
231 | #define WAND 109 |
246 | |
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247 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
232 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
248 | #define SCROLL 111 |
233 | #define SCROLL 111 |
249 | #define DIRECTOR 112 |
234 | #define DIRECTOR 112 |
250 | #define GIRDLE 113 |
235 | #define GIRDLE 113 |
251 | #define FORCE 114 |
236 | #define FORCE 114 |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
237 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
253 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
238 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
254 | |
239 | //117 |
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240 | //118 |
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241 | //119 |
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242 | //120 |
255 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
243 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
256 | #define CONTAINER 122 |
244 | #define CONTAINER 122 |
257 | #define ARMOUR_IMPROVER 123 |
245 | #define ARMOUR_IMPROVER 123 |
258 | #define WEAPON_IMPROVER 124 |
246 | #define WEAPON_IMPROVER 124 |
259 | |
247 | //125 |
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248 | //126 |
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249 | //127 |
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250 | //128 |
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251 | //129 |
260 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
252 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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253 | //131 |
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254 | //132 |
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255 | //133 |
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256 | //134 |
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257 | //135 |
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258 | //136 |
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259 | //137 |
261 | #define DEEP_SWAMP 138 |
260 | #define DEEP_SWAMP 138 |
262 | #define IDENTIFY_ALTAR 139 |
261 | #define IDENTIFY_ALTAR 139 |
263 | |
262 | //140 |
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263 | //141 |
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264 | //142 |
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265 | //143 |
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266 | //144 |
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267 | //145 |
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268 | //146 |
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269 | //147 |
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270 | //148 |
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271 | //149 |
264 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
272 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
265 | |
273 | //151 |
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274 | //152 |
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275 | //153 |
266 | #define RUNE 154 |
276 | #define RUNE 154 |
267 | #define TRAP 155 |
277 | #define TRAP 155 |
268 | |
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269 | #define POWER_CRYSTAL 156 |
278 | #define POWER_CRYSTAL 156 |
270 | #define CORPSE 157 |
279 | #define CORPSE 157 |
271 | |
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272 | #define DISEASE 158 |
280 | #define DISEASE 158 |
273 | #define SYMPTOM 159 |
281 | #define SYMPTOM 159 |
274 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
282 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
275 | #define MATERIAL 161 /* Material for building */ |
283 | #define MATERIAL 161 /* Material for building */ |
276 | |
284 | //162 |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
285 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
278 | |
286 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
287 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
280 | potions, alchemy, or magic works here (elmex) */ |
288 | potions, alchemy, or magic works here (elmex) */ |
281 | |
289 | |
282 | #define NUM_TYPES 166 // must be max(type) + 1 |
290 | #define NUM_TYPES 166 // must be max(type) + 1 |
283 | |
291 | |
284 | /* DEAD TYPES: */ |
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285 | //#define FBULLET 10 |
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286 | //#define FBALL 11 |
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287 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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288 | //#define CONFUSION 19 |
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289 | //#define MMISSILE 25 |
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290 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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291 | * experience for broad skill categories. This value |
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292 | * is now automatically converteed at load time. |
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293 | */ |
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294 | //#define BOMB 47 |
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295 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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296 | |
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297 | /* random crossfire developer: The trap_part, wall, light_source, |
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298 | * misc_object, monster, and spawn_generator |
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299 | * types are not used in any archetypes, |
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300 | * and should perhaps be removed. |
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301 | * |
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302 | * Wed Dec 20 13:35:24 CET 2006: |
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303 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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304 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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305 | * renamed WALL to BUILDABLE_WALL. |
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306 | */ |
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307 | |
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308 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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309 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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310 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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311 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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312 | //#define TOOL 84 /* a tool for building objects */ |
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313 | //#define BUILDFAC 86 /* facilities for building objects */ |
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314 | //#define CONE 88 |
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315 | //#define AURA 89 /* aura spell object */ |
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316 | //#define WORD_OF_RECALL 96 |
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317 | //#define PARAIMAGE 97 |
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318 | //#define POISONCLOUD 107 |
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319 | //#define FIREHOLES 108 |
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320 | //#define ABILITY 110 |
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321 | /* unused: 125 - 129 |
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322 | * type 125 was MONEY_CHANGER |
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323 | */ |
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324 | //#define CANCELLATION 141 /* not used with new spell code */ |
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325 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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326 | //#define SWARM_SPELL 153 |
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327 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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328 | //#define QUEST 164 /* See below for subtypes */ |
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329 | |
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330 | /* END TYPE DEFINE */ |
292 | /* END TYPE DEFINE */ |
331 | |
293 | |
332 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
294 | // maximum supported subtype number + 1, can be increased to 256 |
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295 | // currently (2007-09) in use: 50 |
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296 | #define NUM_SUBTYPES 64 |
333 | |
297 | |
334 | /* Subtypes for BUILDER */ |
298 | /* Subtypes for BUILDER */ |
335 | #define ST_BD_BUILD 1 /* Builds an item */ |
299 | #define ST_BD_BUILD 1 /* Builds an item */ |
336 | #define ST_BD_REMOVE 2 /* Removes an item */ |
300 | #define ST_BD_REMOVE 2 /* Removes an item */ |
337 | |
301 | |
338 | /* Subtypes for MATERIAL */ |
302 | /* Subtypes for MATERIAL */ |
339 | #define ST_MAT_FLOOR 1 /* Floor */ |
303 | #define ST_MAT_FLOOR 1 /* Floor */ |
340 | #define ST_MAT_WALL 2 /* Wall */ |
304 | #define ST_MAT_WALL 2 /* Wall */ |
341 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
305 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
372 | #define PU_NOTHING 0x00000000 |
336 | #define PU_NOTHING 0x00000000 |
373 | |
337 | |
374 | #define PU_DEBUG 0x10000000 |
338 | #define PU_DEBUG 0x10000000 |
375 | #define PU_INHIBIT 0x20000000 |
339 | #define PU_INHIBIT 0x20000000 |
376 | #define PU_STOP 0x40000000 |
340 | #define PU_STOP 0x40000000 |
377 | #define PU_NEWMODE 0x80000000 |
341 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
378 | |
342 | |
379 | #define PU_RATIO 0x0000000F |
343 | #define PU_RATIO 0x0000000F |
380 | |
344 | |
381 | #define PU_FOOD 0x00000010 |
345 | #define PU_FOOD 0x00000010 |
382 | #define PU_DRINK 0x00000020 |
346 | #define PU_DRINK 0x00000020 |
… | |
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412 | * freearr, add these values. <= SIZEOFFREE1 will get you |
376 | * freearr, add these values. <= SIZEOFFREE1 will get you |
413 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
377 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
414 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
378 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
415 | * three spaces |
379 | * three spaces |
416 | */ |
380 | */ |
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381 | #define SIZEOFFREE0 0 |
417 | #define SIZEOFFREE1 8 |
382 | #define SIZEOFFREE1 8 |
418 | #define SIZEOFFREE2 24 |
383 | #define SIZEOFFREE2 24 |
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384 | #define SIZEOFFREE3 48 |
419 | #define SIZEOFFREE 49 |
385 | #define SIZEOFFREE 49 |
420 | |
386 | |
421 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
387 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
422 | |
388 | |
423 | /* |
389 | /* |
424 | * If any FLAG's are added or changed, make sure the flag_names structure in |
390 | * If any FLAG's are added or changed, make sure the flag_names structure in |
425 | * common/loader.l is updated. |
391 | * common/loader.C is updated. |
426 | */ |
392 | */ |
427 | |
393 | |
428 | /* Basic routines to do above */ |
394 | /* Basic routines to do above */ |
429 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
395 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
430 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
396 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
… | |
… | |
434 | |
400 | |
435 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
401 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
436 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
402 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
437 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
403 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
438 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
404 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
439 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
405 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
440 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
406 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
441 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
407 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
442 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
408 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
443 | |
409 | |
444 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
410 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
… | |
… | |
448 | |
414 | |
449 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
415 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
450 | |
416 | |
451 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
417 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
418 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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419 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
453 | |
420 | |
454 | #define FLAG_MONSTER 14 /* Will attack players */ |
421 | #define FLAG_MONSTER 14 /* Will attack players */ |
455 | #define FLAG_FRIENDLY 15 /* Will help players */ |
422 | #define FLAG_FRIENDLY 15 /* Will help players */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
423 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
424 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
… | |
… | |
468 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
435 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
469 | |
436 | |
470 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
437 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
471 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
438 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
472 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
439 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
440 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
474 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
441 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
475 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
442 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
476 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
443 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
477 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
444 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
478 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
445 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
… | |
… | |
551 | |
518 | |
552 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
519 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
553 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
520 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
554 | * away (replaces ghosthit) |
521 | * away (replaces ghosthit) |
555 | */ |
522 | */ |
556 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
523 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
557 | * detect cases were the server is trying |
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558 | * to send an upditem when we have not |
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559 | * actually sent the item. |
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560 | */ |
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561 | |
524 | |
562 | #define FLAG_BERSERK 99 /* monster will attack closest living |
525 | #define FLAG_BERSERK 99 /* monster will attack closest living |
563 | object */ |
526 | object */ |
564 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
527 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
565 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
528 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
… | |
… | |
582 | * defined flag + 1. If you change this, |
545 | * defined flag + 1. If you change this, |
583 | * make sure you update the flag_links |
546 | * make sure you update the flag_links |
584 | * in common/loader.l |
547 | * in common/loader.l |
585 | */ |
548 | */ |
586 | |
549 | |
587 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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588 | |
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589 | /* If you add new movement types, you may need to update |
550 | /* If you add new movement types, you may need to update |
590 | * describe_item() so properly describe those types. |
551 | * describe_item() so properly describe those types. |
591 | * change_abil() probably should be updated also. |
552 | * change_abil() probably should be updated also. |
592 | */ |
553 | */ |
593 | #define MOVE_WALK 0x01 /* Object walks */ |
554 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
595 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
556 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
596 | #define MOVE_FLYING 0x06 |
557 | #define MOVE_FLYING 0x06 |
597 | /* Combo of fly_low and fly_high */ |
558 | /* Combo of fly_low and fly_high */ |
598 | #define MOVE_SWIM 0x08 /* Swimming object */ |
559 | #define MOVE_SWIM 0x08 /* Swimming object */ |
599 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
560 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
600 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
561 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
601 | |
562 | |
602 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
563 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
603 | |
564 | |
604 | /* typdef here to define type large enough to hold bitmask of |
565 | /* typdef here to define type large enough to hold bitmask of |
605 | * all movement types. Make one declaration so easy to update. |
566 | * all movement types. Make one declaration so easy to update. |
… | |
… | |
619 | * |
580 | * |
620 | */ |
581 | */ |
621 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
582 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
622 | ((type) && (ob1->move_type & type) == ob1->move_type) |
583 | ((type) && (ob1->move_type & type) == ob1->move_type) |
623 | |
584 | |
624 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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625 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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626 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
585 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
627 | |
586 | |
628 | #define EXIT_PATH(xyz) (xyz)->slaying |
587 | #define EXIT_PATH(xyz) (xyz)->slaying |
629 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
588 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
630 | #define EXIT_X(xyz) (xyz)->stats.hp |
589 | #define EXIT_X(xyz) (xyz)->stats.hp |
631 | #define EXIT_Y(xyz) (xyz)->stats.sp |
590 | #define EXIT_Y(xyz) (xyz)->stats.sp |
632 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
591 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
633 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
592 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
634 | |
593 | |
635 | /* for use by the lighting code */ |
594 | /* for use by the lighting code */ |
636 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
595 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
637 | * large values allow objects that can |
596 | * large values allow objects that can |
638 | * slow down the game */ |
597 | * slow down the game */ |
639 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
598 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
640 | * practical reason to exceed this */ |
599 | * practical reason to exceed this */ |
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600 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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|
601 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
641 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
602 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
642 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
603 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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604 | // player position in blocked_los code |
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|
605 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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606 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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607 | |
643 | |
608 | |
644 | #define F_BUY 0 |
609 | #define F_BUY 0 |
645 | #define F_SELL 1 |
610 | #define F_SELL 1 |
646 | #define F_TRUE 2 /* True value of item, unadjusted */ |
611 | #define F_TRUE 2 /* True value of item, unadjusted */ |
647 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
612 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
683 | /* CIRCLE1 = 32 */ |
648 | /* CIRCLE1 = 32 */ |
684 | /* + DISTATT = 1 */ |
649 | /* + DISTATT = 1 */ |
685 | /* ------------------- */ |
650 | /* ------------------- */ |
686 | /* attack_movement = 33 */ |
651 | /* attack_movement = 33 */ |
687 | /******************************************************************************/ |
652 | /******************************************************************************/ |
688 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
653 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
689 | /* attack from a distance - good for missile users only */ |
654 | /* attack from a distance - good for missile users only */ |
690 | #define RUNATT 2 /* run but attack if player catches up to object */ |
655 | #define RUNATT 2 /* run but attack if player catches up to object */ |
691 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
656 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
692 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
657 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
693 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
658 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
694 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
659 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
695 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
660 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
696 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
661 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
697 | /* maintains comfortable distance */ |
662 | /* maintains comfortable distance */ |
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|
663 | |
698 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
664 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
699 | /* are set to this number, the monster follows a player */ |
665 | /* are set to this number, the monster follows a player */ |
700 | /* until the owner calls it back or off */ |
666 | /* until the owner calls it back or off */ |
701 | /* player followed denoted by 0b->owner */ |
667 | /* player followed denoted by 0b->owner */ |
702 | /* the monster will try to attack whatever the player is */ |
668 | /* the monster will try to attack whatever the player is */ |
703 | /* attacking, and will continue to do so until the owner */ |
669 | /* attacking, and will continue to do so until the owner */ |
704 | /* calls off the monster - a key command will be */ |
670 | /* calls off the monster - a key command will be */ |
705 | /* inserted to do so */ |
671 | /* inserted to do so */ |
706 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
672 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
707 | /* are set to this number, the monster will move in a */ |
673 | /* are set to this number, the monster will move in a */ |
708 | /* circle until it is attacked, or the enemy field is */ |
674 | /* circle until it is attacked, or the enemy field is */ |
709 | /* set, this is good for non-aggressive monsters and NPC */ |
675 | /* set, this is good for non-aggressive monsters and NPC */ |
710 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
676 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
711 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
677 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
712 | /* this is HORIZONTAL movement */ |
678 | /* this is HORIZONTAL movement */ |
713 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
679 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
714 | /* pace area is longer and the monster stops before */ |
680 | /* pace area is longer and the monster stops before */ |
715 | /* changing directions */ |
681 | /* changing directions */ |
716 | /* this is HORIZONTAL movement */ |
682 | /* this is HORIZONTAL movement */ |
717 | #define RANDO 96 /* the monster will go in a random direction until */ |
683 | #define RANDO 96 /* the monster will go in a random direction until */ |
718 | /* it is stopped by an obstacle, then it chooses another */ |
684 | /* it is stopped by an obstacle, then it chooses another */ |
719 | /* direction. */ |
685 | /* direction. */ |
720 | #define RANDO2 112 /* constantly move in a different random direction */ |
686 | #define RANDO2 112 /* constantly move in a different random direction */ |
721 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
687 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
722 | /* this is VERTICAL movement */ |
688 | /* this is VERTICAL movement */ |
723 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
689 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
724 | /* pace area is longer and the monster stops before */ |
690 | /* pace area is longer and the monster stops before */ |
725 | /* changing directions */ |
691 | /* changing directions */ |
726 | /* this is VERTICAL movement */ |
692 | /* this is VERTICAL movement */ |
727 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
693 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
728 | #define HI4 240 |
694 | #define HI4 240 |
729 | |
695 | |
730 | #define BLANK_FACE_NAME "blank.x11" |
696 | #define BLANK_FACE_NAME "blank.x11" |
731 | #define EMPTY_FACE_NAME "empty.x11" |
697 | #define EMPTY_FACE_NAME "empty.x11" |
732 | |
698 | |
… | |
… | |
790 | // Cut off point of when an object is put on the active list or not |
756 | // Cut off point of when an object is put on the active list or not |
791 | // we use 2**-n because that can be represented exactly |
757 | // we use 2**-n because that can be represented exactly |
792 | // also make sure that this is a float, not double, constant |
758 | // also make sure that this is a float, not double, constant |
793 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
759 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
794 | |
760 | |
795 | #define RANDOM() (rndm.next () & 0xffffffU) |
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796 | |
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|
797 | /* Returns the weight of the given object. Note: it does not take the number of |
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|
798 | * items (nrof) into account. |
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799 | * (this looks rather bogus, schmorp) |
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|
800 | */ |
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|
801 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
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|
802 | |
|
|
803 | /* |
761 | /* |
804 | * Warning! |
762 | * Warning! |
805 | * If you add message types here, don't forget |
763 | * If you add message types here, don't forget |
806 | * to keep the client up to date too! |
764 | * to keep the client up to date too! |
807 | */ |
765 | */ |
… | |
… | |
893 | #define MSG_TYPE_ADMIN_RULES 1 |
851 | #define MSG_TYPE_ADMIN_RULES 1 |
894 | #define MSG_TYPE_ADMIN_NEWS 2 |
852 | #define MSG_TYPE_ADMIN_NEWS 2 |
895 | |
853 | |
896 | /** |
854 | /** |
897 | * Maximum distance a player may hear a sound from. |
855 | * Maximum distance a player may hear a sound from. |
898 | * This is only used for new client/server sound. If the sound source |
856 | * This is only used for client/server sound and say. If the sound source |
899 | * on the map is farther away than this, we don't sent it to the client. |
857 | * on the map is farther away than this, we don't sent it to the client. |
900 | */ |
858 | */ |
901 | #define MAX_SOUND_DISTANCE 16 |
859 | #define MAX_SOUND_DISTANCE 16 |
902 | |
860 | |
903 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
861 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
904 | #define INFO_CHANNEL "info" // lower_left box |
862 | #define INFO_CHANNEL "info" // lower_left box |
905 | #define SAY_CHANNEL "channel-say" |
863 | #define SAY_CHANNEL "say" |
906 | #define CHAT_CHANNEL "channel-chat" |
864 | #define CHAT_CHANNEL "chat" |
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|
865 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
907 | |
866 | |
908 | /* The following are the color flags passed to new_draw_info. |
867 | /* The following are the color flags passed to new_draw_info. |
909 | * |
868 | * |
910 | * We also set up some control flags |
869 | * We also set up some control flags |
911 | * |
870 | * |
… | |
… | |
942 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
901 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
943 | |
902 | |
944 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
903 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
945 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
904 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
946 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
905 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
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|
906 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
947 | |
907 | |
948 | #endif /* DEFINE_H */ |
908 | #endif /* DEFINE_H */ |
949 | |
909 | |