1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 |
… | |
… | |
42 | #define FABS(x) fabs (x) |
42 | #define FABS(x) fabs (x) |
43 | |
43 | |
44 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
45 | # include <sys/param.h> |
45 | # include <sys/param.h> |
46 | #endif |
46 | #endif |
47 | #ifndef MIN |
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48 | # define MIN(x,y) min (x, y) |
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49 | #endif |
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50 | #ifndef MAX |
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51 | # define MAX(x,y) max (x, y) |
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52 | #endif |
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53 | |
47 | |
54 | // maximum length of an object name in the protocol |
48 | // maximum length of an object name in the protocol |
55 | #define NAME_LEN 127 |
49 | #define NAME_LEN 127 |
56 | |
50 | |
57 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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58 | #ifndef MAX3 |
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59 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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60 | #endif |
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61 | |
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62 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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63 | #ifndef MIN3 |
51 | #undef MIN |
64 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
52 | #undef MAX |
65 | #endif |
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66 | |
53 | |
67 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
68 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
69 | |
56 | |
70 | //TODO: not only use more reasonable values, also enforce them |
57 | //TODO: not only use more reasonable values, also enforce them |
… | |
… | |
88 | #define MAX_ANIMATIONS 256 |
75 | #define MAX_ANIMATIONS 256 |
89 | |
76 | |
90 | #define MAX_NAME 48 |
77 | #define MAX_NAME 48 |
91 | #define MAX_EXT_TITLE 98 |
78 | #define MAX_EXT_TITLE 98 |
92 | |
79 | |
93 | /* Fatal variables: */ |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
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81 | |
94 | //TODO: remove all calls to fatal and replace them by cleanup |
82 | //TODO: remove all calls to fatal and replace them by cleanup |
95 | #define OUT_OF_MEMORY 0 |
83 | #define OUT_OF_MEMORY 0 |
96 | #define MAP_ERROR 1 |
84 | #define MAP_ERROR 1 |
97 | #define ARCHTABLE_TOO_SMALL 2 // unused |
85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
98 | #define TOO_MANY_ERRORS 3 |
86 | #define TOO_MANY_ERRORS 3 |
… | |
… | |
122 | #define POTION 5 |
110 | #define POTION 5 |
123 | #define FOOD 6 |
111 | #define FOOD 6 |
124 | #define POISON 7 |
112 | #define POISON 7 |
125 | #define BOOK 8 |
113 | #define BOOK 8 |
126 | #define CLOCK 9 |
114 | #define CLOCK 9 |
127 | |
115 | //10 |
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116 | //11 |
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117 | //12 |
128 | #define ARROW 13 |
118 | #define ARROW 13 |
129 | #define BOW 14 |
119 | #define BOW 14 |
130 | #define WEAPON 15 |
120 | #define WEAPON 15 |
131 | #define ARMOUR 16 |
121 | #define ARMOUR 16 |
132 | #define PEDESTAL 17 |
122 | #define PEDESTAL 17 |
133 | #define ALTAR 18 |
123 | #define ALTAR 18 |
134 | |
124 | //19 |
135 | #define LOCKED_DOOR 20 |
125 | #define LOCKED_DOOR 20 |
136 | #define SPECIAL_KEY 21 |
126 | #define SPECIAL_KEY 21 |
137 | #define MAP 22 |
127 | #define MAP 22 |
138 | #define DOOR 23 |
128 | #define DOOR 23 |
139 | #define KEY 24 |
129 | #define KEY 24 |
140 | |
130 | //25 |
141 | #define TIMED_GATE 26 |
131 | #define TIMED_GATE 26 |
142 | #define TRIGGER 27 |
132 | #define TRIGGER 27 |
143 | #define GRIMREAPER 28 |
133 | #define GRIMREAPER 28 |
144 | #define MAGIC_EAR 29 |
134 | #define MAGIC_EAR 29 |
145 | #define TRIGGER_BUTTON 30 |
135 | #define TRIGGER_BUTTON 30 |
… | |
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154 | #define AMULET 39 |
144 | #define AMULET 39 |
155 | #define PLAYERMOVER 40 |
145 | #define PLAYERMOVER 40 |
156 | #define TELEPORTER 41 |
146 | #define TELEPORTER 41 |
157 | #define CREATOR 42 |
147 | #define CREATOR 42 |
158 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
148 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
159 | |
149 | //44 |
160 | #define EARTHWALL 45 |
150 | #define EARTHWALL 45 |
161 | #define GOLEM 46 |
151 | #define GOLEM 46 |
162 | |
152 | //47 |
163 | #define THROWN_OBJ 48 |
153 | #define THROWN_OBJ 48 |
164 | #define BLINDNESS 49 |
154 | #define BLINDNESS 49 |
165 | #define GOD 50 |
155 | #define GOD 50 |
166 | #define DETECTOR 51 /* peterm: detector is an object |
156 | #define DETECTOR 51 /* peterm: detector is an object |
167 | * which notices the presense of |
157 | * which notices the presense of |
… | |
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182 | |
172 | |
183 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
173 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
184 | * a monster into a peaceful being incapable of attack. |
174 | * a monster into a peaceful being incapable of attack. |
185 | */ |
175 | */ |
186 | #define GEM 60 |
176 | #define GEM 60 |
187 | |
177 | //61 |
188 | #define FIREWALL 62 |
178 | #define FIREWALL 62 |
189 | #define ANVIL 63 |
179 | #define ANVIL 63 |
190 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
180 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
191 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
181 | #define MOOD_FLOOR 65 /* |
192 | * values of last_sp set how to change: |
182 | * values of last_sp set how to change: |
193 | * 0 = furious, all monsters become aggressive |
183 | * 0 = furious, all monsters become aggressive |
194 | * 1 = angry, all but friendly become aggressive |
184 | * 1 = angry, all but friendly become aggressive |
195 | * 2 = calm, all aggressive monsters calm down |
185 | * 2 = calm, all aggressive monsters calm down |
196 | * 3 = sleep, all monsters fall asleep |
186 | * 3 = sleep, all monsters fall asleep |
197 | * 4 = charm, monsters become pets */ |
187 | * 4 = charm, monsters become pets |
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188 | * 5 = destroy monsters |
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189 | * 6 = destroy pets / friendlies |
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190 | */ |
198 | #define EXIT 66 |
191 | #define EXIT 66 |
199 | #define ENCOUNTER 67 |
192 | #define ENCOUNTER 67 |
200 | #define SHOP_FLOOR 68 |
193 | #define SHOP_FLOOR 68 |
201 | #define SHOP_MAT 69 |
194 | #define SHOP_MAT 69 |
202 | #define RING 70 |
195 | #define RING 70 |
203 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
196 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
204 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
197 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
205 | #define INORGANIC 73 /* metals and minerals */ |
198 | #define INORGANIC 73 /* metals and minerals */ |
206 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
199 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
207 | #define LIGHTER 75 |
200 | #define LIGHTER 75 |
208 | |
201 | //76 |
209 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
202 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
210 | |
203 | //78 |
211 | |
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212 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
204 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
213 | in the engine. Like statues, clocks, chairs,... |
205 | in the engine. Like statues, clocks, chairs,... |
214 | If perhaps we create a function where we can sit |
206 | If perhaps we create a function where we can sit |
215 | on chairs, we create a new type and remove all |
207 | on chairs, we create a new type and remove all |
216 | chairs from here. */ |
208 | chairs from here. */ |
217 | |
209 | //80 |
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210 | //81 |
218 | #define LAMP 82 /* a lamp */ |
211 | #define LAMP 82 /* a lamp */ |
219 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
220 | |
213 | //84 |
221 | #define SPELLBOOK 85 |
214 | #define SPELLBOOK 85 |
222 | |
215 | //86 |
223 | #define CLOAK 87 |
216 | #define CLOAK 87 |
224 | |
217 | //88 |
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218 | //89 |
225 | #define SPINNER 90 |
219 | #define SPINNER 90 |
226 | #define GATE 91 |
220 | #define GATE 91 |
227 | #define BUTTON 92 |
221 | #define BUTTON 92 |
228 | #define CF_HANDLE 93 |
222 | #define CF_HANDLE 93 |
229 | #define HOLE 94 |
223 | #define HOLE 94 |
230 | #define TRAPDOOR 95 |
224 | #define TRAPDOOR 95 |
231 | |
225 | //96 |
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226 | //97 |
232 | #define SIGN 98 |
227 | #define SIGN 98 |
233 | #define BOOTS 99 |
228 | #define BOOTS 99 |
234 | #define GLOVES 100 |
229 | #define GLOVES 100 |
235 | #define SPELL 101 |
230 | #define SPELL 101 |
236 | #define SPELL_EFFECT 102 |
231 | #define SPELL_EFFECT 102 |
237 | #define CONVERTER 103 |
232 | #define CONVERTER 103 |
238 | #define BRACERS 104 |
233 | #define BRACERS 104 |
239 | #define POISONING 105 |
234 | #define POISONING 105 |
240 | #define SAVEBED 106 |
235 | #define SAVEBED 106 |
241 | |
236 | //107 |
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237 | //108 |
242 | #define WAND 109 |
238 | #define WAND 109 |
243 | |
239 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
244 | #define SCROLL 111 |
240 | #define SCROLL 111 |
245 | #define DIRECTOR 112 |
241 | #define DIRECTOR 112 |
246 | #define GIRDLE 113 |
242 | #define GIRDLE 113 |
247 | #define FORCE 114 |
243 | #define FORCE 114 |
248 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
244 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
249 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
245 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
250 | |
246 | //117 |
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247 | //118 |
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248 | //119 |
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249 | //120 |
251 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
250 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
252 | #define CONTAINER 122 |
251 | #define CONTAINER 122 |
253 | #define ARMOUR_IMPROVER 123 |
252 | #define ARMOUR_IMPROVER 123 |
254 | #define WEAPON_IMPROVER 124 |
253 | #define WEAPON_IMPROVER 124 |
255 | |
254 | //125 |
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255 | //126 |
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256 | //127 |
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257 | //128 |
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258 | //129 |
256 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
259 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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260 | //131 |
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261 | //132 |
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262 | //133 |
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263 | //134 |
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264 | //135 |
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265 | //136 |
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266 | //137 |
257 | #define DEEP_SWAMP 138 |
267 | #define DEEP_SWAMP 138 |
258 | #define IDENTIFY_ALTAR 139 |
268 | #define IDENTIFY_ALTAR 139 |
259 | |
269 | //140 |
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270 | //141 |
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271 | //142 |
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272 | //143 |
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273 | //144 |
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274 | //145 |
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275 | //146 |
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276 | //147 |
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277 | //148 |
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278 | //149 |
260 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
279 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
261 | |
280 | //151 |
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281 | //152 |
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282 | //153 |
262 | #define RUNE 154 |
283 | #define RUNE 154 |
263 | #define TRAP 155 |
284 | #define TRAP 155 |
264 | |
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265 | #define POWER_CRYSTAL 156 |
285 | #define POWER_CRYSTAL 156 |
266 | #define CORPSE 157 |
286 | #define CORPSE 157 |
267 | |
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268 | #define DISEASE 158 |
287 | #define DISEASE 158 |
269 | #define SYMPTOM 159 |
288 | #define SYMPTOM 159 |
270 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
271 | #define MATERIAL 161 /* Material for building */ |
290 | #define MATERIAL 161 /* Material for building */ |
272 | |
291 | //162 |
273 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
274 | |
293 | //164 |
275 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
294 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
276 | potions, alchemy, or magic works here (elmex) */ |
295 | potions, alchemy, or magic works here (elmex) */ |
277 | |
296 | |
278 | #define NUM_TYPES 166 // must be max(type) + 1 |
297 | #define NUM_TYPES 166 // must be max(type) + 1 |
279 | |
298 | |
280 | /* DEAD TYPES: */ |
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281 | //#define FBULLET 10 |
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282 | //#define FBALL 11 |
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283 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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284 | //#define CONFUSION 19 |
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285 | //#define MMISSILE 25 |
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286 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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287 | * experience for broad skill categories. This value |
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288 | * is now automatically converteed at load time. |
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289 | */ |
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290 | //#define BOMB 47 |
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291 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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292 | |
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293 | /* random crossfire developer: The trap_part, wall, light_source, |
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294 | * misc_object, monster, and spawn_generator |
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295 | * types are not used in any archetypes, |
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296 | * and should perhaps be removed. |
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297 | * |
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298 | * Wed Dec 20 13:35:24 CET 2006: |
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299 | * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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300 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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301 | * renamed WALL to BUILDABLE_WALL. |
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302 | */ |
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303 | |
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304 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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305 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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306 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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307 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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308 | //#define TOOL 84 /* a tool for building objects */ |
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309 | //#define BUILDFAC 86 /* facilities for building objects */ |
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310 | //#define CONE 88 |
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311 | //#define AURA 89 /* aura spell object */ |
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312 | //#define WORD_OF_RECALL 96 |
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313 | //#define PARAIMAGE 97 |
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314 | //#define POISONCLOUD 107 |
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315 | //#define FIREHOLES 108 |
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316 | //#define ABILITY 110 |
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317 | /* unused: 125 - 129 |
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318 | * type 125 was MONEY_CHANGER |
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319 | */ |
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320 | //#define CANCELLATION 141 /* not used with new spell code */ |
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321 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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322 | //#define SWARM_SPELL 153 |
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323 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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324 | //#define QUEST 164 /* See below for subtypes */ |
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325 | |
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326 | /* END TYPE DEFINE */ |
299 | /* END TYPE DEFINE */ |
327 | |
300 | |
328 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
301 | // maximum supported subtype number + 1, can be increased to 256 |
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302 | // currently (2007-09) in use: 50 |
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303 | #define NUM_SUBTYPES 64 |
329 | |
304 | |
330 | /* Subtypes for BUILDER */ |
305 | /* Subtypes for BUILDER */ |
331 | #define ST_BD_BUILD 1 /* Builds an item */ |
306 | #define ST_BD_BUILD 1 /* Builds an item */ |
332 | #define ST_BD_REMOVE 2 /* Removes an item */ |
307 | #define ST_BD_REMOVE 2 /* Removes an item */ |
333 | |
308 | |
334 | /* Subtypes for MATERIAL */ |
309 | /* Subtypes for MATERIAL */ |
335 | #define ST_MAT_FLOOR 1 /* Floor */ |
310 | #define ST_MAT_FLOOR 1 /* Floor */ |
336 | #define ST_MAT_WALL 2 /* Wall */ |
311 | #define ST_MAT_WALL 2 /* Wall */ |
337 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
312 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
368 | #define PU_NOTHING 0x00000000 |
343 | #define PU_NOTHING 0x00000000 |
369 | |
344 | |
370 | #define PU_DEBUG 0x10000000 |
345 | #define PU_DEBUG 0x10000000 |
371 | #define PU_INHIBIT 0x20000000 |
346 | #define PU_INHIBIT 0x20000000 |
372 | #define PU_STOP 0x40000000 |
347 | #define PU_STOP 0x40000000 |
373 | #define PU_NEWMODE 0x80000000 |
348 | //#define PU_NEWMODE 0x80000000 // no longer used |
374 | |
349 | |
375 | #define PU_RATIO 0x0000000F |
350 | #define PU_RATIO 0x0000000F |
376 | |
351 | |
377 | #define PU_FOOD 0x00000010 |
352 | #define PU_FOOD 0x00000010 |
378 | #define PU_DRINK 0x00000020 |
353 | #define PU_DRINK 0x00000020 |
… | |
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408 | * freearr, add these values. <= SIZEOFFREE1 will get you |
383 | * freearr, add these values. <= SIZEOFFREE1 will get you |
409 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
384 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
410 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
385 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
411 | * three spaces |
386 | * three spaces |
412 | */ |
387 | */ |
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388 | #define SIZEOFFREE0 0 |
413 | #define SIZEOFFREE1 8 |
389 | #define SIZEOFFREE1 8 |
414 | #define SIZEOFFREE2 24 |
390 | #define SIZEOFFREE2 24 |
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391 | #define SIZEOFFREE3 48 |
415 | #define SIZEOFFREE 49 |
392 | #define SIZEOFFREE 49 |
416 | |
393 | |
417 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
418 | |
395 | |
419 | /* |
396 | /* |
420 | * 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 |
421 | * common/loader.l is updated. |
398 | * common/loader.C is updated. |
422 | */ |
399 | */ |
423 | |
400 | |
424 | /* Basic routines to do above */ |
401 | /* Basic routines to do above */ |
425 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
426 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
… | |
… | |
430 | |
407 | |
431 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
432 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
433 | #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 */ |
434 | #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 */ |
435 | //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
412 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
436 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
437 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
438 | #define FLAG_USE_SHIELD 7 |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
439 | /* Can this creature use a shield? */ |
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440 | |
416 | |
441 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
417 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
442 | |
418 | |
443 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
419 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
444 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
420 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
445 | |
421 | |
446 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
447 | |
423 | |
448 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
424 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
449 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
425 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
|
|
426 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
450 | |
427 | |
451 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_MONSTER 14 /* Will attack players */ |
452 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_FRIENDLY 15 /* Will help players */ |
453 | |
|
|
454 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
455 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
456 | #define FLAG_AUTO_APPLY 18 |
432 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
457 | /* Will be applied when created */ |
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|
458 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
433 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
459 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
434 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
460 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
435 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
461 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
436 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
462 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
437 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
… | |
… | |
464 | |
439 | |
465 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
440 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
466 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
441 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
467 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
442 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
468 | |
443 | |
469 | #define FLAG_IS_USED_UP 28 |
444 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
470 | /* When (--food<0) the object will exit */ |
445 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
471 | #define FLAG_IDENTIFIED 29 |
446 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
472 | /* Player knows full info about item */ |
|
|
473 | #define FLAG_REFLECTING 30 |
|
|
474 | /* Object reflects from walls (lightning) */ |
|
|
475 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
447 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
476 | |
|
|
477 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
448 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
478 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
449 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
479 | #define FLAG_STARTEQUIP 34 |
450 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
480 | /* Object was given to player at start */ |
451 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
481 | #define FLAG_BLOCKSVIEW 35 |
|
|
482 | /* Object blocks view */ |
|
|
483 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
452 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
484 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
453 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
485 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
454 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
486 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
455 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
|
|
456 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
487 | |
457 | |
488 | #define FLAG_REFL_SPELL 40 |
|
|
489 | /* Spells (some) will reflect from object */ |
|
|
490 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
458 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
491 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
459 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
492 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
460 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
493 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
461 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
494 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
462 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
… | |
… | |
500 | |
468 | |
501 | #define FLAG_PICK_UP 48 /* Can pick up */ |
469 | #define FLAG_PICK_UP 48 /* Can pick up */ |
502 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
470 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
503 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
471 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
504 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
472 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
505 | #define FLAG_CAST_SPELL 52 |
473 | |
506 | /* (Monster) can learn and cast spells */ |
474 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
507 | #define FLAG_USE_SCROLL 53 |
475 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
508 | /* (Monster) can read scroll */ |
|
|
509 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
476 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
510 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
477 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
511 | |
478 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
512 | #define FLAG_USE_ARMOUR 56 |
479 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
513 | /* (Monster) can wear armour/shield/helmet */ |
|
|
514 | #define FLAG_USE_WEAPON 57 |
|
|
515 | /* (Monster) can wield weapons */ |
|
|
516 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
480 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
517 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
481 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
518 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
482 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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|
483 | |
519 | #define FLAG_XRAYS 61 /* X-ray vision */ |
484 | #define FLAG_XRAYS 61 /* X-ray vision */ |
520 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
485 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
521 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
486 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
522 | |
487 | |
523 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
488 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
… | |
… | |
542 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
507 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
543 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
508 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
544 | |
509 | |
545 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
510 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
546 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
511 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
547 | #define FLAG_MAKE_INVIS 85 |
512 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
548 | /* (Item) gives invisibility when applied */ |
513 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
549 | #define FLAG_INV_LOCKED 86 |
514 | |
550 | /* Item will not be dropped from inventory */ |
|
|
551 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
515 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
552 | |
|
|
553 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
516 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
554 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
517 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
555 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
518 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
556 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
519 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
557 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
520 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
… | |
… | |
562 | |
525 | |
563 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
564 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
527 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
565 | * away (replaces ghosthit) |
528 | * away (replaces ghosthit) |
566 | */ |
529 | */ |
567 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
530 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
568 | * detect cases were the server is trying |
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|
569 | * to send an upditem when we have not |
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|
570 | * actually sent the item. |
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|
571 | */ |
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|
572 | |
531 | |
573 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | #define FLAG_BERSERK 99 /* monster will attack closest living |
574 | object */ |
533 | object */ |
575 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
576 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
535 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
577 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
536 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
578 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
537 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
579 | * load_original_map() */ |
538 | * load_original_map() */ |
580 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
539 | //#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
581 | * the overlay, and is not subject to |
540 | // * the overlay, and is not subject to |
582 | * decay. */ |
541 | // * decay. */ |
583 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
542 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
584 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
543 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
585 | #define FLAG_IS_WATER 107 |
544 | #define FLAG_IS_WATER 107 |
586 | #define FLAG_CONTENT_ON_GEN 108 |
545 | #define FLAG_CONTENT_ON_GEN 108 |
587 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
546 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
… | |
… | |
593 | * defined flag + 1. If you change this, |
552 | * defined flag + 1. If you change this, |
594 | * make sure you update the flag_links |
553 | * make sure you update the flag_links |
595 | * in common/loader.l |
554 | * in common/loader.l |
596 | */ |
555 | */ |
597 | |
556 | |
598 | /* Values can go up to 127 before the size of the flags array in the |
|
|
599 | * object structure needs to be enlarged. |
|
|
600 | * So there are 18 available flags slots |
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|
601 | */ |
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602 | |
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603 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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|
604 | |
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605 | /* If you add new movement types, you may need to update |
557 | /* If you add new movement types, you may need to update |
606 | * describe_item() so properly describe those types. |
558 | * describe_item() so properly describe those types. |
607 | * change_abil() probably should be updated also. |
559 | * change_abil() probably should be updated also. |
608 | */ |
560 | */ |
609 | #define MOVE_WALK 0x01 /* Object walks */ |
561 | #define MOVE_WALK 0x01 /* Object walks */ |
… | |
… | |
611 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
612 | #define MOVE_FLYING 0x06 |
564 | #define MOVE_FLYING 0x06 |
613 | /* Combo of fly_low and fly_high */ |
565 | /* Combo of fly_low and fly_high */ |
614 | #define MOVE_SWIM 0x08 /* Swimming object */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
615 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
616 | #define MOVE_SHIP 0x20 /* boats suitable fro oceans */ |
568 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
617 | |
569 | |
618 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
619 | |
571 | |
620 | /* typdef here to define type large enough to hold bitmask of |
572 | /* typdef here to define type large enough to hold bitmask of |
621 | * all movement types. Make one declaration so easy to update. |
573 | * all movement types. Make one declaration so easy to update. |
622 | * uint8 is defined yet, so just use what that would define it |
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|
623 | * at anyways. |
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|
624 | */ |
574 | */ |
625 | typedef unsigned char MoveType; |
575 | typedef unsigned char MoveType; |
626 | |
576 | |
627 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
577 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
628 | * Basically, ob2 has to block all of ob1 movement types. |
578 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
637 | * |
587 | * |
638 | */ |
588 | */ |
639 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
589 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
640 | ((type) && (ob1->move_type & type) == ob1->move_type) |
590 | ((type) && (ob1->move_type & type) == ob1->move_type) |
641 | |
591 | |
642 | |
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|
643 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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644 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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|
645 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
592 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
646 | |
|
|
647 | /* Note: These values are only a default value, resizing can change them */ |
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648 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
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|
649 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
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|
650 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
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|
651 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
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652 | |
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|
653 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
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654 | |
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655 | #define E_MONSTER 0x00000001 |
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656 | #define E_EXIT 0x00000002 |
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657 | #define E_TREASURE 0x00000004 |
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658 | #define E_BACKGROUND 0x00000008 |
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659 | #define E_DOOR 0x00000010 |
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660 | #define E_SPECIAL 0x00000020 |
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661 | #define E_SHOP 0x00000040 |
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|
662 | #define E_NORMAL 0x00000080 |
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663 | #define E_FALSE_WALL 0x00000100 |
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664 | #define E_WALL 0x00000200 |
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665 | #define E_EQUIPMENT 0x00000400 |
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666 | #define E_OTHER 0x00000800 |
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667 | #define E_ARTIFACT 0x00001000 |
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668 | |
593 | |
669 | #define EXIT_PATH(xyz) (xyz)->slaying |
594 | #define EXIT_PATH(xyz) (xyz)->slaying |
670 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
595 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
671 | #define EXIT_X(xyz) (xyz)->stats.hp |
596 | #define EXIT_X(xyz) (xyz)->stats.hp |
672 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_Y(xyz) (xyz)->stats.sp |
673 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
674 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
675 | |
600 | |
676 | /* for use by the lighting code */ |
601 | /* for use by the lighting code */ |
677 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
602 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
678 | * large values allow objects that can |
603 | * large values allow objects that can |
679 | * slow down the game */ |
604 | * slow down the game */ |
680 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
681 | * practical reason to exceed this */ |
606 | * practical reason to exceed this */ |
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|
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
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|
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
682 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
683 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
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611 | // player position in blocked_los code |
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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 | |
684 | |
615 | |
685 | #define F_BUY 0 |
616 | #define F_BUY 0 |
686 | #define F_SELL 1 |
617 | #define F_SELL 1 |
687 | #define F_TRUE 2 /* True value of item, unadjusted */ |
618 | #define F_TRUE 2 /* True value of item, unadjusted */ |
688 | #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 */ |
… | |
… | |
692 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
623 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
693 | |
624 | |
694 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
625 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
695 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
626 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
696 | |
627 | |
697 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
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698 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
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699 | |
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700 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
628 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
701 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
629 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
702 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
630 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
703 | |
631 | |
704 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
632 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
705 | each of them signed char, concatenated in a int16 */ |
633 | each of them signed char, concatenated in a int16 */ |
706 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
634 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
707 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
635 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
708 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
636 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
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|
637 | |
709 | #define FIRE_DIRECTIONAL 0 |
638 | #define FIRE_DIRECTIONAL 0 |
710 | #define FIRE_POSITIONAL 1 |
639 | #define FIRE_POSITIONAL 1 |
711 | |
640 | |
712 | /******************************************************************************/ |
641 | /******************************************************************************/ |
713 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
642 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
726 | /* CIRCLE1 = 32 */ |
655 | /* CIRCLE1 = 32 */ |
727 | /* + DISTATT = 1 */ |
656 | /* + DISTATT = 1 */ |
728 | /* ------------------- */ |
657 | /* ------------------- */ |
729 | /* attack_movement = 33 */ |
658 | /* attack_movement = 33 */ |
730 | /******************************************************************************/ |
659 | /******************************************************************************/ |
731 | #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, */ |
732 | /* attack from a distance - good for missile users only */ |
661 | /* attack from a distance - good for missile users only */ |
733 | #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 */ |
734 | #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 */ |
735 | #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 */ |
736 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
737 | #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 */ |
738 | #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 */ |
739 | #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 */ |
740 | /* maintains comfortable distance */ |
669 | /* maintains comfortable distance */ |
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670 | |
741 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
742 | /* are set to this number, the monster follows a player */ |
672 | /* are set to this number, the monster follows a player */ |
743 | /* until the owner calls it back or off */ |
673 | /* until the owner calls it back or off */ |
744 | /* player followed denoted by 0b->owner */ |
674 | /* player followed denoted by 0b->owner */ |
745 | /* the monster will try to attack whatever the player is */ |
675 | /* the monster will try to attack whatever the player is */ |
746 | /* attacking, and will continue to do so until the owner */ |
676 | /* attacking, and will continue to do so until the owner */ |
747 | /* calls off the monster - a key command will be */ |
677 | /* calls off the monster - a key command will be */ |
748 | /* inserted to do so */ |
678 | /* inserted to do so */ |
749 | #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 */ |
750 | /* are set to this number, the monster will move in a */ |
680 | /* are set to this number, the monster will move in a */ |
751 | /* circle until it is attacked, or the enemy field is */ |
681 | /* circle until it is attacked, or the enemy field is */ |
752 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | /* set, this is good for non-aggressive monsters and NPC */ |
753 | #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 */ |
754 | #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 */ |
755 | /* this is HORIZONTAL movement */ |
685 | /* this is HORIZONTAL movement */ |
756 | #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 */ |
757 | /* pace area is longer and the monster stops before */ |
687 | /* pace area is longer and the monster stops before */ |
758 | /* changing directions */ |
688 | /* changing directions */ |
759 | /* this is HORIZONTAL movement */ |
689 | /* this is HORIZONTAL movement */ |
760 | #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 */ |
761 | /* it is stopped by an obstacle, then it chooses another */ |
691 | /* it is stopped by an obstacle, then it chooses another */ |
762 | /* direction. */ |
692 | /* direction. */ |
763 | #define RANDO2 112 /* constantly move in a different random direction */ |
693 | #define RANDO2 112 /* constantly move in a different random direction */ |
764 | #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 */ |
765 | /* this is VERTICAL movement */ |
695 | /* this is VERTICAL movement */ |
766 | #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 */ |
767 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
768 | /* changing directions */ |
698 | /* changing directions */ |
769 | /* this is VERTICAL movement */ |
699 | /* this is VERTICAL movement */ |
770 | #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 */ |
771 | #define HI4 240 |
701 | #define HI4 240 |
772 | |
702 | |
773 | #define BLANK_FACE_NAME "blank.x11" |
703 | #define BLANK_FACE_NAME "blank.x11" |
774 | #define EMPTY_FACE_NAME "empty.x11" |
704 | #define EMPTY_FACE_NAME "empty.x11" |
775 | |
705 | |
… | |
… | |
833 | // 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 |
834 | // we use 2**-n because that can be represented exactly |
764 | // we use 2**-n because that can be represented exactly |
835 | // also make sure that this is a float, not double, constant |
765 | // also make sure that this is a float, not double, constant |
836 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
766 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
837 | |
767 | |
838 | #define RANDOM() (rndm.next () & 0xffffffU) |
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839 | #define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of |
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840 | |
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841 | /* Returns the weight of the given object. Note: it does not take the number of |
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842 | * items (nrof) into account. |
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843 | */ |
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844 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
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845 | |
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846 | |
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847 | /* Code fastening defines |
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848 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
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849 | * buf__ and increment buf__ position so it will point to the end of buf__. |
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850 | * the '\0' caracter will not be put at end of buf__. |
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851 | * use preparefastcat and finishfastcat on buf__ to prepare |
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852 | * and clean up the string. (Lots faster than doing each time...) |
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853 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
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854 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
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855 | * kown in advance. |
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856 | */ |
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857 | |
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858 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
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859 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
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860 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
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861 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
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862 | |
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863 | /* |
768 | /* |
864 | * Warning! |
769 | * Warning! |
865 | * If you add message types here, don't forget |
770 | * If you add message types here, don't forget |
866 | * to keep the client up to date too! |
771 | * to keep the client up to date too! |
867 | */ |
772 | */ |
… | |
… | |
958 | * This is only used for new client/server sound. If the sound source |
863 | * This is only used for new client/server sound. If the sound source |
959 | * on the map is farther away than this, we don't sent it to the client. |
864 | * on the map is farther away than this, we don't sent it to the client. |
960 | */ |
865 | */ |
961 | #define MAX_SOUND_DISTANCE 16 |
866 | #define MAX_SOUND_DISTANCE 16 |
962 | |
867 | |
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868 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
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869 | #define INFO_CHANNEL "info" // lower_left box |
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870 | #define SAY_CHANNEL "say" |
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871 | #define CHAT_CHANNEL "chat" |
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872 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
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873 | |
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874 | /* The following are the color flags passed to new_draw_info. |
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875 | * |
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876 | * We also set up some control flags |
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877 | * |
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878 | * NDI = New Draw Info |
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879 | */ |
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880 | |
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881 | /* Color specifications - note these match the order in xutil.c */ |
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882 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
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883 | * be implicitly specified. |
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884 | */ |
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885 | #define NDI_BLACK 0 |
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886 | #define NDI_WHITE 1 |
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887 | #define NDI_NAVY 2 |
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888 | #define NDI_RED 3 |
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889 | #define NDI_ORANGE 4 |
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890 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
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891 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
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892 | #define NDI_GREEN 7 /* SeaGreen */ |
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893 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
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894 | /* Than seagreen - also background color */ |
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895 | #define NDI_GREY 9 |
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896 | #define NDI_BROWN 10 /* Sienna */ |
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897 | #define NDI_GOLD 11 |
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898 | #define NDI_TAN 12 /* Khaki */ |
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899 | |
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900 | #define NDI_MAX_COLOR 12 /* Last value in */ |
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901 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
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902 | /* using an int anyways, so we have the space */ |
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903 | /* to still do all the flags */ |
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904 | |
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905 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
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906 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
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907 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
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908 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
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909 | |
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910 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
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911 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
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912 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
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913 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
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914 | |
963 | #endif /* DEFINE_H */ |
915 | #endif /* DEFINE_H */ |
964 | |
916 | |