1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file is best viewed with a window width of about 100 character */ |
24 | /* This file is best viewed with a window width of about 100 character */ |
25 | |
25 | |
26 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
27 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
31 | */ |
31 | */ |
32 | |
32 | |
33 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
34 | #define DEFINE_H |
34 | #define DEFINE_H |
35 | |
35 | |
36 | /* |
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37 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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38 | * Thus the prototypes made by cextract don't get included correctly. |
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39 | */ |
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40 | #if !defined(__STDC__) |
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41 | |
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42 | /* Removed # from start of following line. makedepend was picking it up. |
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43 | * The following should still hopefully result in an error. |
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44 | */ |
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45 | error - Your ANSI C compiler should be defining __STDC__; |
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46 | #endif |
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47 | |
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48 | #ifndef WIN32 /* ---win32 exclude unix configuration part */ |
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49 | # include <autoconf.h> |
36 | #include <autoconf.h> |
50 | #endif |
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51 | |
37 | |
52 | #define FONTDIR "" |
38 | #define FONTDIR "" |
53 | #define FONTNAME "" |
39 | #define FONTNAME "" |
54 | |
40 | |
55 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
56 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
57 | |
43 | |
58 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
59 | # include <sys/param.h> |
45 | # include <sys/param.h> |
60 | #endif |
46 | #endif |
61 | #ifndef MIN |
47 | #ifndef MIN |
62 | # define MIN(x,y) ((x)<(y)?(x):(y)) |
48 | # define MIN(x,y) min (x, y) |
63 | #endif |
49 | #endif |
64 | #ifndef MAX |
50 | #ifndef MAX |
65 | # define MAX(x,y) ((x)>(y)?(x):(y)) |
51 | # define MAX(x,y) max (x, y) |
66 | #endif |
52 | #endif |
67 | |
53 | |
68 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
54 | // maximum length of an object name in the protocol |
69 | #ifndef NAME_MAX |
55 | #define NAME_LEN 127 |
70 | # define NAME_MAX 255 |
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71 | #endif |
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72 | |
56 | |
73 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
74 | #ifndef MAX3 |
58 | #ifndef MAX3 |
75 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
76 | #endif |
60 | #endif |
… | |
… | |
81 | #endif |
65 | #endif |
82 | |
66 | |
83 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
84 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
85 | |
69 | |
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70 | //TODO: not only use more reasonable values, also enforce them |
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71 | #define MIN_WC -120 |
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72 | #define MAX_WC 120 |
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73 | #define MIN_AC -120 |
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74 | #define MAX_AC 120 |
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75 | #define MIN_DAM 0 |
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76 | #define MAX_DAM 200 |
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77 | #define MIN_DIGESTION -35 |
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78 | #define MAX_DIGESTION 70 |
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79 | |
86 | #define MAX_BUF 1024 |
80 | #define MAX_BUF 1024 |
87 | /* Used for all kinds of things */ |
81 | /* Used for all kinds of things */ |
88 | #define VERY_BIG_BUF 2048 |
82 | #define VERY_BIG_BUF 2048 |
89 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
83 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
90 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
84 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
91 | |
85 | |
92 | #define FONTSIZE 3000 /* Max chars in font */ |
86 | #define FONTSIZE 3000 /* Max chars in font */ |
93 | |
87 | |
94 | #define MAX_ANIMATIONS 256 |
88 | #define MAX_ANIMATIONS 256 |
95 | |
89 | |
96 | #define MAX_NAME 48 |
90 | #define MAX_NAME 48 |
97 | #define BIG_NAME 32 |
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98 | #define MAX_EXT_TITLE 98 |
91 | #define MAX_EXT_TITLE 98 |
99 | |
92 | |
100 | /* Fatal variables: */ |
93 | /* Fatal variables: */ |
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94 | //TODO: remove all calls to fatal and replace them by cleanup |
101 | #define OUT_OF_MEMORY 0 |
95 | #define OUT_OF_MEMORY 0 |
102 | #define MAP_ERROR 1 |
96 | #define MAP_ERROR 1 |
103 | #define ARCHTABLE_TOO_SMALL 2 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
104 | #define TOO_MANY_ERRORS 3 |
98 | #define TOO_MANY_ERRORS 3 |
105 | |
99 | |
106 | /* TYPE DEFINES */ |
100 | /* TYPE DEFINES */ |
107 | |
101 | |
108 | /* Only add new values to this list if somewhere in the program code, |
102 | /* Only add new values to this list if somewhere in the program code, |
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113 | * flags |
107 | * flags |
114 | * Also, if you add new entries, try and fill up the holes in this list. |
108 | * Also, if you add new entries, try and fill up the holes in this list. |
115 | * Additionally, when you add a new entry, include it in the table in item.c |
109 | * Additionally, when you add a new entry, include it in the table in item.c |
116 | */ |
110 | */ |
117 | |
111 | |
118 | /* type 0 will be undefined and shows a non valid type information */ |
112 | /* USED TYPES: (for dead types please look at the bottom of the type |
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113 | * definitions) |
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114 | */ |
119 | |
115 | |
120 | #define PLAYER 1 |
116 | /* type 0 objects have the default behaviour */ |
121 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
117 | |
122 | #define ROD 3 |
118 | #define PLAYER 1 |
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119 | #define TRANSPORT 2 /* see pod/objects.pod */ |
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120 | #define ROD 3 |
123 | #define TREASURE 4 |
121 | #define TREASURE 4 |
124 | #define POTION 5 |
122 | #define POTION 5 |
125 | #define FOOD 6 |
123 | #define FOOD 6 |
126 | #define POISON 7 |
124 | #define POISON 7 |
127 | #define BOOK 8 |
125 | #define BOOK 8 |
128 | #define CLOCK 9 |
126 | #define CLOCK 9 |
129 | |
127 | |
130 | /*#define FBULLET 10 */ |
128 | #define ARROW 13 |
131 | |
129 | #define BOW 14 |
132 | /*#define FBALL 11 */ |
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133 | #define LIGHTNING 12 |
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134 | #define ARROW 13 |
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135 | #define BOW 14 |
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136 | #define WEAPON 15 |
130 | #define WEAPON 15 |
137 | #define ARMOUR 16 |
131 | #define ARMOUR 16 |
138 | #define PEDESTAL 17 |
132 | #define PEDESTAL 17 |
139 | #define ALTAR 18 |
133 | #define ALTAR 18 |
140 | |
134 | |
141 | /*#define CONFUSION 19 */ |
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142 | #define LOCKED_DOOR 20 |
135 | #define LOCKED_DOOR 20 |
143 | #define SPECIAL_KEY 21 |
136 | #define SPECIAL_KEY 21 |
144 | #define MAP 22 |
137 | #define MAP 22 |
145 | #define DOOR 23 |
138 | #define DOOR 23 |
146 | #define KEY 24 |
139 | #define KEY 24 |
147 | |
140 | |
148 | /*#define MMISSILE 25 */ |
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149 | #define TIMED_GATE 26 |
141 | #define TIMED_GATE 26 |
150 | #define TRIGGER 27 |
142 | #define TRIGGER 27 |
151 | #define GRIMREAPER 28 |
143 | #define GRIMREAPER 28 |
152 | #define MAGIC_EAR 29 |
144 | #define MAGIC_EAR 29 |
153 | #define TRIGGER_BUTTON 30 |
145 | #define TRIGGER_BUTTON 30 |
154 | #define TRIGGER_ALTAR 31 |
146 | #define TRIGGER_ALTAR 31 |
155 | #define TRIGGER_PEDESTAL 32 |
147 | #define TRIGGER_PEDESTAL 32 |
156 | #define SHIELD 33 |
148 | #define SHIELD 33 |
157 | #define HELMET 34 |
149 | #define HELMET 34 |
158 | #define HORN 35 |
150 | #define HORN 35 |
159 | #define MONEY 36 |
151 | #define MONEY 36 |
160 | #define CLASS 37 /* object for applying character class modifications to someone */ |
152 | #define CLASS 37 /* object for applying character class modifications to someone */ |
161 | #define GRAVESTONE 38 |
153 | #define GRAVESTONE 38 |
162 | #define AMULET 39 |
154 | #define AMULET 39 |
163 | #define PLAYERMOVER 40 |
155 | #define PLAYERMOVER 40 |
164 | #define TELEPORTER 41 |
156 | #define TELEPORTER 41 |
165 | #define CREATOR 42 |
157 | #define CREATOR 42 |
166 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
167 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
159 | |
168 | /* experience for broad skill categories. This value */ |
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169 | /* is now automatically converteed at load time. */ |
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170 | #define EARTHWALL 45 |
160 | #define EARTHWALL 45 |
171 | #define GOLEM 46 |
161 | #define GOLEM 46 |
172 | |
162 | |
173 | /*#define BOMB 47 */ |
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174 | #define THROWN_OBJ 48 |
163 | #define THROWN_OBJ 48 |
175 | #define BLINDNESS 49 |
164 | #define BLINDNESS 49 |
176 | #define GOD 50 |
165 | #define GOD 50 |
177 | |
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178 | #define DETECTOR 51 /* peterm: detector is an object */ |
166 | #define DETECTOR 51 /* peterm: detector is an object |
179 | /* which notices the presense of */ |
167 | * which notices the presense of |
180 | /* another object and is triggered */ |
168 | * another object and is triggered |
181 | /* like buttons. */ |
169 | * like buttons. |
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170 | */ |
182 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
171 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
183 | /* force into a player with a specified string WHEN TRIGGERED. */ |
172 | * force into a player with a specified string WHEN TRIGGERED. |
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173 | */ |
184 | #define DEAD_OBJECT 53 |
174 | #define DEAD_OBJECT 53 |
185 | #define DRINK 54 |
175 | #define DRINK 54 |
186 | #define MARKER 55 /* inserts an invisible, weightless */ |
176 | #define MARKER 55 /* inserts an invisible, weightless |
187 | /* force into a player with a specified string. */ |
177 | * force into a player with a specified string. |
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178 | */ |
188 | #define HOLY_ALTAR 56 |
179 | #define HOLY_ALTAR 56 |
189 | #define PLAYER_CHANGER 57 |
180 | #define PLAYER_CHANGER 57 |
190 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
181 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
191 | |
182 | |
192 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
193 | /* a monster into a peaceful being incapable of attack. */ |
184 | * a monster into a peaceful being incapable of attack. |
194 | #define GEM 60 |
185 | */ |
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186 | #define GEM 60 |
195 | |
187 | |
196 | /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ |
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197 | #define FIREWALL 62 |
188 | #define FIREWALL 62 |
198 | #define ANVIL 63 |
189 | #define ANVIL 63 |
199 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
200 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
191 | #define MOOD_FLOOR 65 /* |
201 | * values of last_sp set how to change: |
192 | * values of last_sp set how to change: |
202 | * 0 = furious, all monsters become aggressive |
193 | * 0 = furious, all monsters become aggressive |
203 | * 1 = angry, all but friendly become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
204 | * 2 = calm, all aggressive monsters calm down |
195 | * 2 = calm, all aggressive monsters calm down |
205 | * 3 = sleep, all monsters fall asleep |
196 | * 3 = sleep, all monsters fall asleep |
206 | * 4 = charm, monsters become pets */ |
197 | * 4 = charm, monsters become pets |
207 | #define EXIT 66 |
198 | * 5 = destroy monsters |
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199 | * 6 = destroy pets / friendlies |
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200 | */ |
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201 | #define EXIT 66 |
208 | #define ENCOUNTER 67 |
202 | #define ENCOUNTER 67 |
209 | #define SHOP_FLOOR 68 |
203 | #define SHOP_FLOOR 68 |
210 | #define SHOP_MAT 69 |
204 | #define SHOP_MAT 69 |
211 | #define RING 70 |
205 | #define RING 70 |
212 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
206 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
213 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
207 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
214 | #define INORGANIC 73 /* metals and minerals */ |
208 | #define INORGANIC 73 /* metals and minerals */ |
215 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
209 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
216 | #define LIGHTER 75 |
210 | #define LIGHTER 75 |
217 | |
211 | |
218 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
212 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
219 | * types are not used in any archetypes, and should perhaps be removed. |
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220 | */ |
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221 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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222 | |
213 | |
223 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
214 | |
224 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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225 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
215 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
226 | in the engine. Like statues, clocks, chairs,... |
216 | in the engine. Like statues, clocks, chairs,... |
227 | If perhaps we create a function where we can sit |
217 | If perhaps we create a function where we can sit |
228 | on chairs, we create a new type and remove all |
218 | on chairs, we create a new type and remove all |
229 | chairs from here. */ |
219 | chairs from here. */ |
230 | #define MONSTER 80 |
220 | |
231 | /* yes, thats a real, living creature */ |
221 | #define LAMP 82 /* a lamp */ |
232 | #define SPAWN_GENERATOR 81 |
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233 | /* a spawn point or monster generator object */ |
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234 | #define LAMP 82 /* a lamp */ |
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235 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
222 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
236 | #define TOOL 84 /* a tool for building objects */ |
223 | |
237 | #define SPELLBOOK 85 |
224 | #define SPELLBOOK 85 |
238 | #define BUILDFAC 86 /* facilities for building objects */ |
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239 | #define CLOAK 87 |
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240 | |
225 | |
241 | /*#define CONE 88 */ |
226 | #define CLOAK 87 |
242 | |
227 | |
243 | /*#define AURA 89 *//* aura spell object */ |
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244 | |
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245 | #define SPINNER 90 |
228 | #define SPINNER 90 |
246 | #define GATE 91 |
229 | #define GATE 91 |
247 | #define BUTTON 92 |
230 | #define BUTTON 92 |
248 | #define CF_HANDLE 93 |
231 | #define CF_HANDLE 93 |
249 | #define HOLE 94 |
232 | #define HOLE 94 |
250 | #define TRAPDOOR 95 |
233 | #define TRAPDOOR 95 |
251 | |
234 | |
252 | /*#define WORD_OF_RECALL 96 */ |
235 | #define SIGN 98 |
253 | |
236 | #define BOOTS 99 |
254 | /*#define PARAIMAGE 97 */ |
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255 | #define SIGN 98 |
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256 | #define BOOTS 99 |
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257 | #define GLOVES 100 |
237 | #define GLOVES 100 |
258 | #define SPELL 101 |
238 | #define SPELL 101 |
259 | #define SPELL_EFFECT 102 |
239 | #define SPELL_EFFECT 102 |
260 | #define CONVERTER 103 |
240 | #define CONVERTER 103 |
261 | #define BRACERS 104 |
241 | #define BRACERS 104 |
262 | #define POISONING 105 |
242 | #define POISONING 105 |
263 | #define SAVEBED 106 |
243 | #define SAVEBED 106 |
264 | #define POISONCLOUD 107 |
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265 | #define FIREHOLES 108 |
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266 | #define WAND 109 |
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267 | |
244 | |
268 | /*#define ABILITY 110*/ |
245 | #define WAND 109 |
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246 | |
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247 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
269 | #define SCROLL 111 |
248 | #define SCROLL 111 |
270 | #define DIRECTOR 112 |
249 | #define DIRECTOR 112 |
271 | #define GIRDLE 113 |
250 | #define GIRDLE 113 |
272 | #define FORCE 114 |
251 | #define FORCE 114 |
273 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
274 | #define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ |
253 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
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254 | |
275 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
255 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
276 | #define CONTAINER 122 |
256 | #define CONTAINER 122 |
277 | #define ARMOUR_IMPROVER 123 |
257 | #define ARMOUR_IMPROVER 123 |
278 | #define WEAPON_IMPROVER 124 |
258 | #define WEAPON_IMPROVER 124 |
279 | |
259 | |
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260 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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261 | #define DEEP_SWAMP 138 |
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262 | #define IDENTIFY_ALTAR 139 |
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263 | |
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264 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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265 | |
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266 | #define RUNE 154 |
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267 | #define TRAP 155 |
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268 | |
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269 | #define POWER_CRYSTAL 156 |
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270 | #define CORPSE 157 |
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271 | |
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272 | #define DISEASE 158 |
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273 | #define SYMPTOM 159 |
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274 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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275 | #define MATERIAL 161 /* Material for building */ |
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276 | |
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277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
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278 | |
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279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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280 | potions, alchemy, or magic works here (elmex) */ |
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281 | |
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282 | #define NUM_TYPES 166 // must be max(type) + 1 |
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283 | |
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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 |
280 | /* unused: 125 - 129 |
321 | /* unused: 125 - 129 |
281 | * type 125 was MONEY_CHANGER |
322 | * type 125 was MONEY_CHANGER |
282 | */ |
323 | */ |
283 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
324 | //#define CANCELLATION 141 /* not used with new spell code */ |
284 | #define DEEP_SWAMP 138 |
325 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
285 | #define IDENTIFY_ALTAR 139 |
326 | //#define SWARM_SPELL 153 |
286 | |
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287 | /*#define CANCELLATION 141*//* not used with new spell code */ |
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288 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
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289 | |
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290 | /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ |
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291 | |
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292 | /*#define SWARM_SPELL 153*/ |
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293 | #define RUNE 154 |
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294 | #define TRAP 155 |
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295 | |
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296 | #define POWER_CRYSTAL 156 |
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297 | #define CORPSE 157 |
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298 | |
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299 | #define DISEASE 158 |
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300 | #define SYMPTOM 159 |
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301 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
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302 | #define MATERIAL 161/* Material for building */ |
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303 | |
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304 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
327 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
305 | #define ITEM_TRANSFORMER 163/* Transforming one item with another */ |
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306 | #define QUEST 164/* See below for subtypes */ |
328 | //#define QUEST 164 /* See below for subtypes */ |
307 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
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308 | potions, alchemy, or magic works here (elmex) */ |
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309 | |
329 | |
310 | /* END TYPE DEFINE */ |
330 | /* END TYPE DEFINE */ |
311 | |
331 | |
312 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
332 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
313 | |
333 | |
… | |
… | |
383 | #define PU_READABLES 0x00400000 |
403 | #define PU_READABLES 0x00400000 |
384 | #define PU_MAGIC_DEVICE 0x00800000 |
404 | #define PU_MAGIC_DEVICE 0x00800000 |
385 | |
405 | |
386 | #define PU_NOT_CURSED 0x01000000 |
406 | #define PU_NOT_CURSED 0x01000000 |
387 | #define PU_JEWELS 0x02000000 |
407 | #define PU_JEWELS 0x02000000 |
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408 | #define PU_FLESH 0x04000000 |
388 | |
409 | |
389 | |
410 | |
390 | /* Instead of using arbitrary constants for indexing the |
411 | /* Instead of using arbitrary constants for indexing the |
391 | * freearr, add these values. <= SIZEOFFREE1 will get you |
412 | * freearr, add these values. <= SIZEOFFREE1 will get you |
392 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
413 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
… | |
… | |
397 | #define SIZEOFFREE2 24 |
418 | #define SIZEOFFREE2 24 |
398 | #define SIZEOFFREE 49 |
419 | #define SIZEOFFREE 49 |
399 | |
420 | |
400 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
421 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
401 | |
422 | |
402 | /* Flag structure now changed. |
423 | /* |
403 | * Each flag is now a bit offset, starting at zero. The macros |
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404 | * will update/read the appropriate flag element in the object |
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405 | * structure. |
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406 | * |
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407 | * Hopefully, since these offsets are integer constants set at run time, |
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408 | * the compiler will reduce the macros something as simple as the |
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409 | * old system was. |
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410 | * |
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411 | * Flags now have FLAG as the prefix. This to be clearer, and also |
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412 | * to make sure F_ names are not still being used anyplace. |
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413 | * |
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414 | * The macros below assume that the flag size for each element is 32 |
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415 | * bits. IF it is smaller, bad things will happen. See structs.h |
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416 | * for more info. |
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417 | * |
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418 | * All functions should use the macros below. In process of converting |
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419 | * to the new system, I find several files that did not use the previous |
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420 | * macros. |
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421 | * |
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422 | * If any FLAG's are or changed, make sure the flag_names structure in |
424 | * If any FLAG's are added or changed, make sure the flag_names structure in |
423 | * common/loader.l is updated. |
425 | * common/loader.l is updated. |
424 | * |
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425 | * flags[0] is 0 to 31 |
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426 | * flags[1] is 32 to 63 |
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427 | * flags[2] is 64 to 95 |
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428 | * flags[3] is 96 to 127 |
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429 | */ |
426 | */ |
430 | |
427 | |
431 | /* Basic routines to do above */ |
428 | /* Basic routines to do above */ |
432 | #define SET_FLAG(xyz, p) \ |
429 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
433 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
430 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
434 | #define CLEAR_FLAG(xyz, p) \ |
431 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
435 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
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436 | #define QUERY_FLAG(xyz, p) \ |
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437 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
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438 | #define COMPARE_FLAGS(p,q) \ |
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439 | ( \ |
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440 | ((p)->flags[0] == (q)->flags[0]) && \ |
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441 | ((p)->flags[1] == (q)->flags[1]) && \ |
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442 | ((p)->flags[2] == (q)->flags[2]) && \ |
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443 | ((p)->flags[3] == (q)->flags[3]) \ |
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444 | ) |
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445 | |
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446 | /* convenience macros to determine what kind of things we are dealing with */ |
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447 | |
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448 | #define IS_WEAPON(op) \ |
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449 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
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450 | |
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451 | #define IS_ARMOR(op) \ |
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452 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
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453 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
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454 | op->type == BRACERS || op->type == GIRDLE) |
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455 | |
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456 | #define IS_LIVE(op) \ |
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457 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
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458 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
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459 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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460 | |
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461 | #define IS_ARROW(op) \ |
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462 | (op->type==ARROW || \ |
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463 | (op->type==SPELL_EFFECT && \ |
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464 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
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465 | |
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466 | /* This return TRUE if object has still randomitems which |
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467 | * could be expanded. |
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468 | */ |
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469 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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470 | |
432 | |
471 | /* the flags */ |
433 | /* the flags */ |
472 | |
434 | |
473 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
435 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
474 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
436 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
475 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
437 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
476 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
438 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
477 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
439 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
478 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
440 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
479 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
441 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
480 | #define FLAG_USE_SHIELD 7 |
442 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
481 | /* Can this creature use a shield? */ |
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482 | |
443 | |
483 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
484 | |
445 | |
485 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
446 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
486 | |
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487 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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448 | |
488 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
489 | |
450 | |
490 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
491 | |
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|
492 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
452 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
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453 | |
493 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_MONSTER 14 /* Will attack players */ |
494 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | #define FLAG_FRIENDLY 15 /* Will help players */ |
495 | |
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496 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
497 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
498 | #define FLAG_AUTO_APPLY 18 |
458 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
499 | /* Will be applied when created */ |
459 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
500 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
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501 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
460 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
502 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
503 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
504 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
463 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
505 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
464 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
506 | |
465 | |
507 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
508 | |
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509 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
467 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
510 | |
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511 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
468 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
512 | #define FLAG_IS_USED_UP 28 |
469 | |
513 | /* When (--food<0) the object will exit */ |
470 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
514 | #define FLAG_IDENTIFIED 29 |
471 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
515 | /* Player knows full info about item */ |
472 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
516 | #define FLAG_REFLECTING 30 |
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517 | /* Object reflects from walls (lightning) */ |
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|
518 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
473 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
519 | |
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|
520 | /* Start of values in flags[1] */ |
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|
521 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
474 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
522 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
475 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
523 | #define FLAG_STARTEQUIP 34 |
476 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
524 | /* Object was given to player at start */ |
477 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
525 | #define FLAG_BLOCKSVIEW 35 |
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526 | /* Object blocks view */ |
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|
527 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
478 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
528 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
479 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
529 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
480 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
530 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
481 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
482 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
531 | |
483 | |
532 | #define FLAG_REFL_SPELL 40 |
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|
533 | /* Spells (some) will reflect from object */ |
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|
534 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
484 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
535 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
485 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
536 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
486 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
537 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
487 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
538 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
488 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
539 | but can still attack at a distance */ |
489 | but can still attack at a distance */ |
540 | |
490 | |
541 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
491 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
542 | thru this object as if it wasn't there */ |
492 | thru this object as if it wasn't there */ |
543 | |
493 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
544 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
|
|
545 | |
494 | |
546 | #define FLAG_PICK_UP 48 /* Can pick up */ |
495 | #define FLAG_PICK_UP 48 /* Can pick up */ |
547 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
496 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
548 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
497 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
549 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
498 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
550 | #define FLAG_CAST_SPELL 52 |
499 | |
551 | /* (Monster) can learn and cast spells */ |
500 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
552 | #define FLAG_USE_SCROLL 53 |
501 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
553 | /* (Monster) can read scroll */ |
|
|
554 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
502 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
555 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
503 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
556 | |
504 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
557 | #define FLAG_USE_ARMOUR 56 |
505 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
558 | /* (Monster) can wear armour/shield/helmet */ |
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|
559 | #define FLAG_USE_WEAPON 57 |
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|
560 | /* (Monster) can wield weapons */ |
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|
561 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
506 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
562 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
507 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
563 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
508 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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|
509 | |
564 | #define FLAG_XRAYS 61 /* X-ray vision */ |
510 | #define FLAG_XRAYS 61 /* X-ray vision */ |
565 | #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 */ |
566 | #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 */ |
567 | |
513 | |
568 | /* Start of values in flags[2] */ |
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|
569 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
514 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
570 | #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 */ |
571 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
516 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
572 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
517 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
573 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
518 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
… | |
… | |
586 | |
531 | |
587 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
532 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
588 | #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 */ |
589 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
534 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
590 | |
535 | |
591 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
536 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
592 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
537 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
593 | #define FLAG_MAKE_INVIS 85 |
538 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
594 | /* (Item) gives invisibility when applied */ |
539 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
595 | #define FLAG_INV_LOCKED 86 |
540 | |
596 | /* Item will not be dropped from inventory */ |
|
|
597 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
541 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
598 | |
|
|
599 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
542 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
600 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
543 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
601 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
544 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
602 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
545 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
603 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
546 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
604 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
547 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
605 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
548 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
606 | |
549 | |
607 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
550 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
608 | |
551 | |
609 | /* Start of values in flags[3] */ |
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|
610 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
552 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
611 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
553 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
612 | * away (replaces ghosthit) |
554 | * away (replaces ghosthit) |
613 | */ |
555 | */ |
614 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
556 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
… | |
… | |
618 | */ |
560 | */ |
619 | |
561 | |
620 | #define FLAG_BERSERK 99 /* monster will attack closest living |
562 | #define FLAG_BERSERK 99 /* monster will attack closest living |
621 | object */ |
563 | object */ |
622 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
564 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
623 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
565 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
624 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
566 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
625 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
567 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
626 | * load_original_map() */ |
568 | * load_original_map() */ |
627 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
569 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
628 | * the overlay, and is not subject to |
570 | // * the overlay, and is not subject to |
629 | * decay. */ |
571 | // * decay. */ |
630 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
572 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
631 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
573 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
632 | #define FLAG_IS_WATER 107 |
574 | #define FLAG_IS_WATER 107 |
633 | #define FLAG_CONTENT_ON_GEN 108 |
575 | #define FLAG_CONTENT_ON_GEN 108 |
634 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
576 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
635 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
577 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
636 | #define FLAG_AFK 111 /* Player is AFK */ |
578 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
|
|
579 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
|
|
580 | |
637 | #define NUM_FLAGS 111 /* Should always be equal to the last |
581 | #define NUM_FLAGS 113 /* Should always be equal to the last |
638 | * defined flag. If you change this, |
582 | * defined flag + 1. If you change this, |
639 | * make sure you update the flag_links |
583 | * make sure you update the flag_links |
640 | * in common/loader.l |
584 | * in common/loader.l |
641 | */ |
585 | */ |
642 | |
|
|
643 | /* Values can go up to 127 before the size of the flags array in the |
|
|
644 | * object structure needs to be enlarged. |
|
|
645 | * So there are 18 available flags slots |
|
|
646 | */ |
|
|
647 | |
|
|
648 | |
586 | |
649 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
587 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
650 | |
|
|
651 | #if 0 |
|
|
652 | |
|
|
653 | /* These should no longer be needed - access move_slow_penalty |
|
|
654 | * directly. |
|
|
655 | */ |
|
|
656 | # define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
657 | # define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
658 | #endif |
|
|
659 | |
588 | |
660 | /* If you add new movement types, you may need to update |
589 | /* If you add new movement types, you may need to update |
661 | * describe_item() so properly describe those types. |
590 | * describe_item() so properly describe those types. |
662 | * change_abil() probably should be updated also. |
591 | * change_abil() probably should be updated also. |
663 | */ |
592 | */ |
664 | #define MOVE_WALK 0x1 /* Object walks */ |
593 | #define MOVE_WALK 0x01 /* Object walks */ |
665 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
594 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
666 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
595 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
667 | #define MOVE_FLYING 0x6 |
596 | #define MOVE_FLYING 0x06 |
668 | /* Combo of fly_low and fly_high */ |
597 | /* Combo of fly_low and fly_high */ |
669 | #define MOVE_SWIM 0x8 /* Swimming object */ |
598 | #define MOVE_SWIM 0x08 /* Swimming object */ |
670 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
599 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
600 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
|
|
601 | |
671 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
602 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
672 | |
|
|
673 | /* the normal assumption is that objects are walking/flying. |
|
|
674 | * So often we don't want to block movement, but still don't want |
|
|
675 | * to allow all types (swimming is rather specialized) - I also |
|
|
676 | * expect as more movement types show up, this is likely to get |
|
|
677 | * updated. Basically, this is the default for spaces that allow |
|
|
678 | * movement - anything but swimming right now. If you really |
|
|
679 | * want nothing at all, then can always set move_block to 0 |
|
|
680 | */ |
|
|
681 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
|
|
682 | |
603 | |
683 | /* typdef here to define type large enough to hold bitmask of |
604 | /* typdef here to define type large enough to hold bitmask of |
684 | * all movement types. Make one declaration so easy to update. |
605 | * all movement types. Make one declaration so easy to update. |
685 | * uint8 is defined yet, so just use what that would define it |
|
|
686 | * at anyways. |
|
|
687 | */ |
606 | */ |
688 | typedef unsigned char MoveType; |
607 | typedef unsigned char MoveType; |
689 | |
608 | |
690 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
609 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
691 | * Basically, ob2 has to block all of ob1 movement types. |
610 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
698 | * Add check - if type is 0, don't stop anything from moving |
617 | * Add check - if type is 0, don't stop anything from moving |
699 | * onto it. |
618 | * onto it. |
700 | * |
619 | * |
701 | */ |
620 | */ |
702 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
621 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
703 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
622 | ((type) && (ob1->move_type & type) == ob1->move_type) |
704 | |
|
|
705 | |
623 | |
706 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
624 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
707 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
625 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
708 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
626 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
709 | |
|
|
710 | /* Note: These values are only a default value, resizing can change them */ |
|
|
711 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
712 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
713 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
714 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
715 | |
|
|
716 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
717 | |
|
|
718 | #define E_MONSTER 0x00000001 |
|
|
719 | #define E_EXIT 0x00000002 |
|
|
720 | #define E_TREASURE 0x00000004 |
|
|
721 | #define E_BACKGROUND 0x00000008 |
|
|
722 | #define E_DOOR 0x00000010 |
|
|
723 | #define E_SPECIAL 0x00000020 |
|
|
724 | #define E_SHOP 0x00000040 |
|
|
725 | #define E_NORMAL 0x00000080 |
|
|
726 | #define E_FALSE_WALL 0x00000100 |
|
|
727 | #define E_WALL 0x00000200 |
|
|
728 | #define E_EQUIPMENT 0x00000400 |
|
|
729 | #define E_OTHER 0x00000800 |
|
|
730 | #define E_ARTIFACT 0x00001000 |
|
|
731 | |
627 | |
732 | #define EXIT_PATH(xyz) (xyz)->slaying |
628 | #define EXIT_PATH(xyz) (xyz)->slaying |
733 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
629 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
734 | #define EXIT_X(xyz) (xyz)->stats.hp |
630 | #define EXIT_X(xyz) (xyz)->stats.hp |
735 | #define EXIT_Y(xyz) (xyz)->stats.sp |
631 | #define EXIT_Y(xyz) (xyz)->stats.sp |
736 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
632 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
737 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
633 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
738 | |
634 | |
739 | /* for use by the lighting code */ |
635 | /* for use by the lighting code */ |
740 | #define MAX_LIGHT_RADII 4 |
636 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
741 | /* max radii for 'light' object, really |
|
|
742 | * large values allow objects that can |
637 | * large values allow objects that can |
743 | * slow down the game */ |
638 | * slow down the game */ |
744 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
639 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
745 | * practical reason to exceed this */ |
640 | * practical reason to exceed this */ |
746 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
641 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
… | |
… | |
756 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
651 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
757 | |
652 | |
758 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
653 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
759 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
654 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
760 | |
655 | |
761 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
762 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
763 | |
|
|
764 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
656 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
765 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
657 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
766 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
658 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
767 | |
659 | |
768 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
660 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
769 | each of them signed char, concatenated in a int16 */ |
661 | each of them signed char, concatenated in a int16 */ |
770 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
662 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
771 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
663 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
772 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
664 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
665 | |
773 | #define FIRE_DIRECTIONAL 0 |
666 | #define FIRE_DIRECTIONAL 0 |
774 | #define FIRE_POSITIONAL 1 |
667 | #define FIRE_POSITIONAL 1 |
775 | |
668 | |
776 | /******************************************************************************/ |
669 | /******************************************************************************/ |
777 | |
|
|
778 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
670 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
779 | |
|
|
780 | /******************************************************************************/ |
671 | /******************************************************************************/ |
781 | |
|
|
782 | /* if your monsters start acting wierd, mail me */ |
672 | /* if your monsters start acting wierd, mail me */ |
783 | |
|
|
784 | /******************************************************************************/ |
673 | /******************************************************************************/ |
785 | |
|
|
786 | /* the following definitions are for the attack_movement variable in monsters */ |
674 | /* the following definitions are for the attack_movement variable in monsters */ |
787 | |
|
|
788 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
675 | /* if the attack_variable movement is left out of the monster archetype, or is*/ |
789 | |
|
|
790 | /* set to zero */ |
676 | /* set to zero */ |
791 | |
|
|
792 | /* the standard mode of movement from previous versions of crossfire will be */ |
677 | /* the standard mode of movement from previous versions of crossfire will be */ |
793 | |
|
|
794 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
678 | /* used. the upper four bits of movement data are not in effect when the monst*/ |
795 | |
|
|
796 | /* er has an enemy. these should only be used for non agressive monsters. */ |
679 | /* er has an enemy. these should only be used for non agressive monsters. */ |
797 | |
|
|
798 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
680 | /* to program a monsters movement add the attack movement numbers to the movem*/ |
799 | |
|
|
800 | /* ment numbers example a monster that moves in a circle until attacked and */ |
681 | /* ment numbers example a monster that moves in a circle until attacked and */ |
801 | |
|
|
802 | /* then attacks from a distance: */ |
682 | /* then attacks from a distance: */ |
803 | |
|
|
804 | /* CIRCLE1 = 32 */ |
683 | /* CIRCLE1 = 32 */ |
805 | |
|
|
806 | /* + DISTATT = 1 */ |
684 | /* + DISTATT = 1 */ |
807 | |
|
|
808 | /* ------------------- */ |
685 | /* ------------------- */ |
809 | |
|
|
810 | /* attack_movement = 33 */ |
686 | /* attack_movement = 33 */ |
811 | |
|
|
812 | /******************************************************************************/ |
687 | /******************************************************************************/ |
813 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
688 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
814 | /* attack from a distance - good for missile users only */ |
689 | /* attack from a distance - good for missile users only */ |
815 | #define RUNATT 2 /* run but attack if player catches up to object */ |
690 | #define RUNATT 2 /* run but attack if player catches up to object */ |
816 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
691 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
… | |
… | |
850 | /* changing directions */ |
725 | /* changing directions */ |
851 | /* this is VERTICAL movement */ |
726 | /* this is VERTICAL movement */ |
852 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
727 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
853 | #define HI4 240 |
728 | #define HI4 240 |
854 | |
729 | |
855 | /* |
|
|
856 | * Use of the state-variable in player objects: |
|
|
857 | */ |
|
|
858 | |
|
|
859 | #define ST_PLAYING 0 |
|
|
860 | #define ST_PLAY_AGAIN 1 |
|
|
861 | #define ST_ROLL_STAT 2 |
|
|
862 | #define ST_CHANGE_CLASS 3 |
|
|
863 | #define ST_CONFIRM_QUIT 4 |
|
|
864 | #define ST_CONFIGURE 5 |
|
|
865 | #define ST_GET_NAME 6 |
|
|
866 | #define ST_GET_PASSWORD 7 |
|
|
867 | #define ST_CONFIRM_PASSWORD 8 |
|
|
868 | #define ST_GET_PARTY_PASSWORD 10 |
|
|
869 | |
|
|
870 | #define BLANK_FACE_NAME "blank.111" |
730 | #define BLANK_FACE_NAME "blank.x11" |
871 | #define EMPTY_FACE_NAME "empty.111" |
731 | #define EMPTY_FACE_NAME "empty.x11" |
872 | #define DARK_FACE1_NAME "dark1.111" |
|
|
873 | #define DARK_FACE2_NAME "dark2.111" |
|
|
874 | #define DARK_FACE3_NAME "dark3.111" |
|
|
875 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
876 | |
732 | |
877 | /* |
733 | /* |
878 | * Defines for the luck/random functions to make things more readable |
734 | * Defines for the luck/random functions to make things more readable |
879 | */ |
735 | */ |
880 | |
736 | |
881 | #define PREFER_HIGH 1 |
737 | #define PREFER_HIGH 1 |
882 | #define PREFER_LOW 0 |
738 | #define PREFER_LOW 0 |
883 | |
|
|
884 | /* Simple function we use below to keep adding to the same string |
|
|
885 | * but also make sure we don't overwrite that string. |
|
|
886 | */ |
|
|
887 | static inline void |
|
|
888 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
889 | { |
|
|
890 | if (*curlen == (maxlen - 1)) |
|
|
891 | return; |
|
|
892 | |
|
|
893 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
894 | dest[maxlen - 1] = 0; |
|
|
895 | *curlen += strlen (orig); |
|
|
896 | |
|
|
897 | if (*curlen > (maxlen - 1)) |
|
|
898 | *curlen = maxlen - 1; |
|
|
899 | } |
|
|
900 | |
|
|
901 | |
|
|
902 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
903 | * Ideally, all functions should use the SAFE functions, but they |
|
|
904 | * require some extra support in the calling function to remain as |
|
|
905 | * efficient. |
|
|
906 | */ |
|
|
907 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
908 | if(variable) { \ |
|
|
909 | int i,j=0; \ |
|
|
910 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
911 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
912 | if(variable & (1<<i)) { \ |
|
|
913 | if (j) \ |
|
|
914 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
915 | else \ |
|
|
916 | j = 1; \ |
|
|
917 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
918 | } \ |
|
|
919 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
920 | } |
|
|
921 | |
|
|
922 | |
|
|
923 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
924 | |
|
|
925 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
926 | if(variable) { \ |
|
|
927 | int i,j=0; \ |
|
|
928 | strcat(retbuf,"(" name ": "); \ |
|
|
929 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
930 | if(variable & (1<<i)) { \ |
|
|
931 | if (j) \ |
|
|
932 | strcat(retbuf,", "); \ |
|
|
933 | else \ |
|
|
934 | j = 1; \ |
|
|
935 | strcat(retbuf, attacks[i]); \ |
|
|
936 | } \ |
|
|
937 | strcat(retbuf,")"); \ |
|
|
938 | } |
|
|
939 | |
|
|
940 | |
|
|
941 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
942 | if(variable) { \ |
|
|
943 | int i,j=0; \ |
|
|
944 | strcat(retbuf,"(" name ": "); \ |
|
|
945 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
946 | if(variable & (1<<i)) { \ |
|
|
947 | if (j) \ |
|
|
948 | strcat(retbuf,", "); \ |
|
|
949 | else \ |
|
|
950 | j = 1; \ |
|
|
951 | strcat(retbuf, spellpathnames[i]); \ |
|
|
952 | } \ |
|
|
953 | strcat(retbuf,")"); \ |
|
|
954 | } |
|
|
955 | |
|
|
956 | |
|
|
957 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
958 | if(variable) { \ |
|
|
959 | int i,j=0; \ |
|
|
960 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
961 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
962 | if(variable & (1<<i)) { \ |
|
|
963 | if (j) \ |
|
|
964 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
965 | else \ |
|
|
966 | j = 1; \ |
|
|
967 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
968 | } \ |
|
|
969 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
970 | } |
|
|
971 | |
739 | |
972 | /* Flags for apply_special() */ |
740 | /* Flags for apply_special() */ |
973 | enum apply_flag |
741 | enum apply_flag |
974 | { |
742 | { |
975 | /* Basic flags, always use one of these */ |
743 | /* Basic flags/mode, always use one of these */ |
976 | AP_NULL = 0, |
744 | AP_TOGGLE = 0, |
977 | AP_APPLY = 1, |
745 | AP_APPLY = 1, |
978 | AP_UNAPPLY = 2, |
746 | AP_UNAPPLY = 2, |
979 | |
747 | |
980 | AP_BASIC_FLAGS = 15, |
748 | AP_BASIC_FLAGS = 0x0f, |
981 | |
749 | |
982 | /* Optional flags, for bitwise or with a basic flag */ |
750 | /* Optional flags, for bitwise or with a basic flag */ |
983 | AP_NO_MERGE = 16, |
751 | AP_NO_MERGE = 0x10, |
984 | AP_IGNORE_CURSE = 32, |
752 | AP_IGNORE_CURSE = 0x20, |
985 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
753 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
986 | /* Note this is supported in all the functions */ |
754 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
987 | }; |
755 | }; |
988 | |
756 | |
989 | /* Bitmask values for 'can_apply_object()' return values. |
757 | /* Bitmask values for 'can_apply_object()' return values. |
990 | * the CAN_APPLY_ prefix is to just note what function the |
758 | * the CAN_APPLY_ prefix is to just note what function the |
991 | * are returned from. |
759 | * are returned from. |
… | |
… | |
1017 | #define CAN_APPLY_NOT_MASK 0xf |
785 | #define CAN_APPLY_NOT_MASK 0xf |
1018 | #define CAN_APPLY_UNAPPLY 0x10 |
786 | #define CAN_APPLY_UNAPPLY 0x10 |
1019 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
787 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
1020 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
788 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
1021 | |
789 | |
1022 | /* Cut off point of when an object is put on the active list or not */ |
790 | // Cut off point of when an object is put on the active list or not |
1023 | #define MIN_ACTIVE_SPEED 0.00001 |
791 | // we use 2**-n because that can be represented exactly |
|
|
792 | // also make sure that this is a float, not double, constant |
|
|
793 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
1024 | |
794 | |
1025 | /* |
795 | #define RANDOM() (rndm.next () & 0xffffffU) |
1026 | * random() is much better than rand(). If you have random(), use it instead. |
|
|
1027 | * You shouldn't need to change any of this |
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|
1028 | * |
|
|
1029 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
1030 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
1031 | * problems, add || defined(__linux__) the #if immediately below. |
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|
1032 | * |
|
|
1033 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
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|
1034 | * here. |
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|
1035 | */ |
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|
1036 | |
|
|
1037 | #ifdef HAVE_SRANDOM |
|
|
1038 | # define RANDOM() random() |
|
|
1039 | # define SRANDOM(xyz) srandom(xyz) |
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|
1040 | #else |
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|
1041 | # ifdef HAVE_SRAND48 |
|
|
1042 | # define RANDOM() lrand48() |
|
|
1043 | # define SRANDOM(xyz) srand48(xyz) |
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|
1044 | # else |
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|
1045 | # ifdef HAVE_SRAND |
|
|
1046 | # define RANDOM() rand() |
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|
1047 | # define SRANDOM(xyz) srand(xyz) |
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|
1048 | # else |
|
|
1049 | # error "Could not find a usable random routine" |
|
|
1050 | # endif |
|
|
1051 | # endif |
|
|
1052 | #endif |
|
|
1053 | |
796 | |
1054 | /* Returns the weight of the given object. Note: it does not take the number of |
797 | /* Returns the weight of the given object. Note: it does not take the number of |
1055 | * items (nrof) into account. |
798 | * items (nrof) into account. |
|
|
799 | * (this looks rather bogus, schmorp) |
1056 | */ |
800 | */ |
1057 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
801 | #define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying) |
1058 | |
|
|
1059 | |
|
|
1060 | /* Code fastening defines |
|
|
1061 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
1062 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
1063 | * the '\0' caracter will not be put at end of buf__. |
|
|
1064 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
1065 | * and clean up the string. (Lots faster than doing each time...) |
|
|
1066 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
1067 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
1068 | * kown in advance. |
|
|
1069 | */ |
|
|
1070 | |
|
|
1071 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
1072 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
1073 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
1074 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
1075 | |
|
|
1076 | /* You may uncomment following define to check sanity of code. |
|
|
1077 | * But use as debug only (loses all speed gained by those macros) |
|
|
1078 | */ |
|
|
1079 | |
|
|
1080 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1081 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
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|
1082 | |
|
|
1083 | |
|
|
1084 | |
|
|
1085 | |
|
|
1086 | |
|
|
1087 | |
|
|
1088 | |
802 | |
1089 | /* |
803 | /* |
1090 | * Warning! |
804 | * Warning! |
1091 | * If you add message types here, don't forget |
805 | * If you add message types here, don't forget |
1092 | * to keep the client up to date too! |
806 | * to keep the client up to date too! |
1093 | */ |
807 | */ |
1094 | |
|
|
1095 | |
808 | |
1096 | /* message types */ |
809 | /* message types */ |
1097 | #define MSG_TYPE_BOOK 1 |
810 | #define MSG_TYPE_BOOK 1 |
1098 | #define MSG_TYPE_CARD 2 |
811 | #define MSG_TYPE_CARD 2 |
1099 | #define MSG_TYPE_PAPER 3 |
812 | #define MSG_TYPE_PAPER 3 |
… | |
… | |
1178 | |
891 | |
1179 | /* admin messages */ |
892 | /* admin messages */ |
1180 | #define MSG_TYPE_ADMIN_RULES 1 |
893 | #define MSG_TYPE_ADMIN_RULES 1 |
1181 | #define MSG_TYPE_ADMIN_NEWS 2 |
894 | #define MSG_TYPE_ADMIN_NEWS 2 |
1182 | |
895 | |
|
|
896 | /** |
|
|
897 | * Maximum distance a player may hear a sound from. |
|
|
898 | * This is only used for new client/server sound. If the sound source |
|
|
899 | * on the map is farther away than this, we don't sent it to the client. |
|
|
900 | */ |
|
|
901 | #define MAX_SOUND_DISTANCE 16 |
|
|
902 | |
|
|
903 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
904 | #define INFO_CHANNEL "info" // lower_left box |
|
|
905 | #define SAY_CHANNEL "channel-say" |
|
|
906 | #define CHAT_CHANNEL "channel-chat" |
|
|
907 | |
|
|
908 | /* The following are the color flags passed to new_draw_info. |
|
|
909 | * |
|
|
910 | * We also set up some control flags |
|
|
911 | * |
|
|
912 | * NDI = New Draw Info |
|
|
913 | */ |
|
|
914 | |
|
|
915 | /* Color specifications - note these match the order in xutil.c */ |
|
|
916 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
917 | * be implicitly specified. |
|
|
918 | */ |
|
|
919 | #define NDI_BLACK 0 |
|
|
920 | #define NDI_WHITE 1 |
|
|
921 | #define NDI_NAVY 2 |
|
|
922 | #define NDI_RED 3 |
|
|
923 | #define NDI_ORANGE 4 |
|
|
924 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
925 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
926 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
927 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
928 | /* Than seagreen - also background color */ |
|
|
929 | #define NDI_GREY 9 |
|
|
930 | #define NDI_BROWN 10 /* Sienna */ |
|
|
931 | #define NDI_GOLD 11 |
|
|
932 | #define NDI_TAN 12 /* Khaki */ |
|
|
933 | |
|
|
934 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
935 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
936 | /* using an int anyways, so we have the space */ |
|
|
937 | /* to still do all the flags */ |
|
|
938 | |
|
|
939 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
940 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
941 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
942 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
943 | |
|
|
944 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
945 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
946 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
947 | |
1183 | #endif /* DEFINE_H */ |
948 | #endif /* DEFINE_H */ |
1184 | |
949 | |