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343 | #define PU_NOTHING 0x00000000 |
343 | #define PU_NOTHING 0x00000000 |
344 | |
344 | |
345 | #define PU_DEBUG 0x10000000 |
345 | #define PU_DEBUG 0x10000000 |
346 | #define PU_INHIBIT 0x20000000 |
346 | #define PU_INHIBIT 0x20000000 |
347 | #define PU_STOP 0x40000000 |
347 | #define PU_STOP 0x40000000 |
348 | #define PU_NEWMODE 0x80000000 |
348 | //#define PU_NEWMODE 0x80000000 // no longer used |
349 | |
349 | |
350 | #define PU_RATIO 0x0000000F |
350 | #define PU_RATIO 0x0000000F |
351 | |
351 | |
352 | #define PU_FOOD 0x00000010 |
352 | #define PU_FOOD 0x00000010 |
353 | #define PU_DRINK 0x00000020 |
353 | #define PU_DRINK 0x00000020 |
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393 | |
393 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
395 | |
396 | /* |
396 | /* |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
397 | * If any FLAG's are added or changed, make sure the flag_names structure in |
398 | * common/loader.l is updated. |
398 | * common/loader.C is updated. |
399 | */ |
399 | */ |
400 | |
400 | |
401 | /* Basic routines to do above */ |
401 | /* Basic routines to do above */ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
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407 | |
407 | |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
410 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
411 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
412 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
412 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
416 | |
416 | |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
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563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
564 | #define MOVE_FLYING 0x06 |
564 | #define MOVE_FLYING 0x06 |
565 | /* Combo of fly_low and fly_high */ |
565 | /* Combo of fly_low and fly_high */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
569 | |
569 | |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
571 | |
571 | |
572 | /* typdef here to define type large enough to hold bitmask of |
572 | /* typdef here to define type large enough to hold bitmask of |
573 | * all movement types. Make one declaration so easy to update. |
573 | * all movement types. Make one declaration so easy to update. |
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606 | * practical reason to exceed this */ |
606 | * practical reason to exceed this */ |
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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|
611 | // player position in blocked_los code |
|
|
612 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
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|
613 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
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614 | |
611 | |
615 | |
612 | #define F_BUY 0 |
616 | #define F_BUY 0 |
613 | #define F_SELL 1 |
617 | #define F_SELL 1 |
614 | #define F_TRUE 2 /* True value of item, unadjusted */ |
618 | #define F_TRUE 2 /* True value of item, unadjusted */ |
615 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
619 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
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651 | /* CIRCLE1 = 32 */ |
655 | /* CIRCLE1 = 32 */ |
652 | /* + DISTATT = 1 */ |
656 | /* + DISTATT = 1 */ |
653 | /* ------------------- */ |
657 | /* ------------------- */ |
654 | /* attack_movement = 33 */ |
658 | /* attack_movement = 33 */ |
655 | /******************************************************************************/ |
659 | /******************************************************************************/ |
656 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
660 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
657 | /* attack from a distance - good for missile users only */ |
661 | /* attack from a distance - good for missile users only */ |
658 | #define RUNATT 2 /* run but attack if player catches up to object */ |
662 | #define RUNATT 2 /* run but attack if player catches up to object */ |
659 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
663 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
660 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
664 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
661 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
662 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
666 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
663 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
667 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
664 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
668 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
665 | /* maintains comfortable distance */ |
669 | /* maintains comfortable distance */ |
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|
670 | |
666 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
667 | /* are set to this number, the monster follows a player */ |
672 | /* are set to this number, the monster follows a player */ |
668 | /* until the owner calls it back or off */ |
673 | /* until the owner calls it back or off */ |
669 | /* player followed denoted by 0b->owner */ |
674 | /* player followed denoted by 0b->owner */ |
670 | /* the monster will try to attack whatever the player is */ |
675 | /* the monster will try to attack whatever the player is */ |
671 | /* attacking, and will continue to do so until the owner */ |
676 | /* attacking, and will continue to do so until the owner */ |
672 | /* calls off the monster - a key command will be */ |
677 | /* calls off the monster - a key command will be */ |
673 | /* inserted to do so */ |
678 | /* inserted to do so */ |
674 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
679 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
675 | /* are set to this number, the monster will move in a */ |
680 | /* are set to this number, the monster will move in a */ |
676 | /* circle until it is attacked, or the enemy field is */ |
681 | /* circle until it is attacked, or the enemy field is */ |
677 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | /* set, this is good for non-aggressive monsters and NPC */ |
678 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
683 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
679 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
684 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
680 | /* this is HORIZONTAL movement */ |
685 | /* this is HORIZONTAL movement */ |
681 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
686 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
682 | /* pace area is longer and the monster stops before */ |
687 | /* pace area is longer and the monster stops before */ |
683 | /* changing directions */ |
688 | /* changing directions */ |
684 | /* this is HORIZONTAL movement */ |
689 | /* this is HORIZONTAL movement */ |
685 | #define RANDO 96 /* the monster will go in a random direction until */ |
690 | #define RANDO 96 /* the monster will go in a random direction until */ |
686 | /* it is stopped by an obstacle, then it chooses another */ |
691 | /* it is stopped by an obstacle, then it chooses another */ |
687 | /* direction. */ |
692 | /* direction. */ |
688 | #define RANDO2 112 /* constantly move in a different random direction */ |
693 | #define RANDO2 112 /* constantly move in a different random direction */ |
689 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
694 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
690 | /* this is VERTICAL movement */ |
695 | /* this is VERTICAL movement */ |
691 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
696 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
692 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
693 | /* changing directions */ |
698 | /* changing directions */ |
694 | /* this is VERTICAL movement */ |
699 | /* this is VERTICAL movement */ |
695 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
700 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
696 | #define HI4 240 |
701 | #define HI4 240 |
697 | |
702 | |
698 | #define BLANK_FACE_NAME "blank.x11" |
703 | #define BLANK_FACE_NAME "blank.x11" |
699 | #define EMPTY_FACE_NAME "empty.x11" |
704 | #define EMPTY_FACE_NAME "empty.x11" |
700 | |
705 | |
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758 | // Cut off point of when an object is put on the active list or not |
763 | // Cut off point of when an object is put on the active list or not |
759 | // we use 2**-n because that can be represented exactly |
764 | // we use 2**-n because that can be represented exactly |
760 | // also make sure that this is a float, not double, constant |
765 | // also make sure that this is a float, not double, constant |
761 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
766 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
762 | |
767 | |
763 | #define RANDOM() (rndm.next () & 0xffffffU) |
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764 | |
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|
765 | /* |
768 | /* |
766 | * Warning! |
769 | * Warning! |
767 | * If you add message types here, don't forget |
770 | * If you add message types here, don't forget |
768 | * to keep the client up to date too! |
771 | * to keep the client up to date too! |
769 | */ |
772 | */ |
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862 | */ |
865 | */ |
863 | #define MAX_SOUND_DISTANCE 16 |
866 | #define MAX_SOUND_DISTANCE 16 |
864 | |
867 | |
865 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
868 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
866 | #define INFO_CHANNEL "info" // lower_left box |
869 | #define INFO_CHANNEL "info" // lower_left box |
867 | #define SAY_CHANNEL "channel-say" |
870 | #define SAY_CHANNEL "say" |
868 | #define CHAT_CHANNEL "channel-chat" |
871 | #define CHAT_CHANNEL "chat" |
869 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
872 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
870 | |
873 | |
871 | /* The following are the color flags passed to new_draw_info. |
874 | /* The following are the color flags passed to new_draw_info. |
872 | * |
875 | * |
873 | * We also set up some control flags |
876 | * We also set up some control flags |