1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: define.h,v 1.8 2006/08/29 08:01:36 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
13 | 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 |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
22 | */ |
28 | |
23 | |
29 | /* 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 */ |
30 | |
25 | |
31 | /* This file is really too large. With all the .h files |
26 | /* This file is really too large. With all the .h files |
32 | * around, this file should be better split between them - things |
27 | * around, this file should be better split between them - things |
… | |
… | |
36 | */ |
31 | */ |
37 | |
32 | |
38 | #ifndef DEFINE_H |
33 | #ifndef DEFINE_H |
39 | #define DEFINE_H |
34 | #define DEFINE_H |
40 | |
35 | |
41 | /* |
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42 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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43 | * Thus the prototypes made by cextract don't get included correctly. |
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44 | */ |
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45 | #if !defined(__STDC__) |
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46 | /* Removed # from start of following line. makedepend was picking it up. |
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47 | * The following should still hopefully result in an error. |
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48 | */ |
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49 | error - Your ANSI C compiler should be defining __STDC__; |
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50 | #endif |
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51 | |
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52 | #ifndef WIN32 /* ---win32 exclude unix configuration part */ |
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53 | #include <autoconf.h> |
36 | #include <autoconf.h> |
54 | #endif |
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55 | |
37 | |
56 | #define FONTDIR "" |
38 | #define FONTDIR "" |
57 | #define FONTNAME "" |
39 | #define FONTNAME "" |
58 | |
40 | |
59 | /* Decstations have trouble with fabs()... */ |
41 | /* Decstations have trouble with fabs()... */ |
60 | #define FABS(x) ((x)<0?-(x):(x)) |
42 | #define FABS(x) fabs (x) |
61 | |
43 | |
62 | #ifdef __NetBSD__ |
44 | #ifdef __NetBSD__ |
63 | #include <sys/param.h> |
45 | # include <sys/param.h> |
64 | #endif |
46 | #endif |
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47 | |
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48 | // maximum length of an object name in the protocol |
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49 | #define NAME_LEN 127 |
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50 | |
65 | #ifndef MIN |
51 | #undef MIN |
66 | #define MIN(x,y) ((x)<(y)?(x):(y)) |
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67 | #endif |
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68 | #ifndef MAX |
52 | #undef MAX |
69 | #define MAX(x,y) ((x)>(y)?(x):(y)) |
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70 | #endif |
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71 | |
53 | |
72 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
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73 | #ifndef NAME_MAX |
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74 | #define NAME_MAX 255 |
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75 | #endif |
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76 | |
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77 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
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78 | #ifndef MAX3 |
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79 | #define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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80 | #endif |
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81 | |
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82 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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83 | #ifndef MIN3 |
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84 | #define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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85 | #endif |
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86 | |
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87 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
54 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
88 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
55 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
89 | |
56 | |
90 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
57 | //TODO: not only use more reasonable values, also enforce them |
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58 | #define MIN_WC -120 |
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59 | #define MAX_WC 120 |
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60 | #define MIN_AC -120 |
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61 | #define MAX_AC 120 |
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62 | #define MIN_DAM 0 |
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63 | #define MAX_DAM 200 |
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64 | #define MIN_DIGESTION -35 |
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65 | #define MAX_DIGESTION 70 |
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66 | |
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67 | #define MAX_BUF 1024 |
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68 | /* Used for all kinds of things */ |
91 | #define VERY_BIG_BUF 2048 |
69 | #define VERY_BIG_BUF 2048 |
92 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
70 | #define HUGE_BUF 10240 /* Used for messages - some can be quite long */ |
93 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
71 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
94 | |
72 | |
95 | #define FONTSIZE 3000 /* Max chars in font */ |
73 | #define FONTSIZE 3000 /* Max chars in font */ |
96 | |
74 | |
97 | #define MAX_ANIMATIONS 256 |
75 | #define MAX_ANIMATIONS 256 |
98 | |
76 | |
99 | #define MAX_NAME 48 |
77 | #define MAX_NAME 48 |
100 | #define BIG_NAME 32 |
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101 | #define MAX_EXT_TITLE 98 |
78 | #define MAX_EXT_TITLE 98 |
102 | |
79 | |
103 | /* Fatal variables: */ |
80 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
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81 | |
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82 | //TODO: remove all calls to fatal and replace them by cleanup |
104 | #define OUT_OF_MEMORY 0 |
83 | #define OUT_OF_MEMORY 0 |
105 | #define MAP_ERROR 1 |
84 | #define MAP_ERROR 1 |
106 | #define ARCHTABLE_TOO_SMALL 2 |
85 | #define ARCHTABLE_TOO_SMALL 2 // unused |
107 | #define TOO_MANY_ERRORS 3 |
86 | #define TOO_MANY_ERRORS 3 |
108 | |
87 | |
109 | /* TYPE DEFINES */ |
88 | /* TYPE DEFINES */ |
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89 | |
110 | /* Only add new values to this list if somewhere in the program code, |
90 | /* Only add new values to this list if somewhere in the program code, |
111 | * it is actually needed. Just because you add a new monster does not |
91 | * it is actually needed. Just because you add a new monster does not |
112 | * mean it has to have a type defined here. That only needs to happen |
92 | * mean it has to have a type defined here. That only needs to happen |
113 | * if in some .c file, it needs to do certain special actions based on |
93 | * if in some .c file, it needs to do certain special actions based on |
114 | * the monster type, that can not be handled by any of the numerous |
94 | * the monster type, that can not be handled by any of the numerous |
115 | * flags |
95 | * flags |
116 | * Also, if you add new entries, try and fill up the holes in this list. |
96 | * Also, if you add new entries, try and fill up the holes in this list. |
117 | * Additionally, when you add a new entry, include it in the table in item.c |
97 | * Additionally, when you add a new entry, include it in the table in item.c |
118 | */ |
98 | */ |
119 | |
99 | |
120 | /* type 0 will be undefined and shows a non valid type information */ |
100 | /* USED TYPES: (for dead types please look at the bottom of the type |
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101 | * definitions) |
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102 | */ |
121 | |
103 | |
122 | #define PLAYER 1 |
104 | /* type 0 objects have the default behaviour */ |
123 | #define TRANSPORT 2 /* see doc/Developers/objects */ |
105 | |
124 | #define ROD 3 |
106 | #define PLAYER 1 |
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107 | #define TRANSPORT 2 /* see pod/objects.pod */ |
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108 | #define ROD 3 |
125 | #define TREASURE 4 |
109 | #define TREASURE 4 |
126 | #define POTION 5 |
110 | #define POTION 5 |
127 | #define FOOD 6 |
111 | #define FOOD 6 |
128 | #define POISON 7 |
112 | #define POISON 7 |
129 | #define BOOK 8 |
113 | #define BOOK 8 |
130 | #define CLOCK 9 |
114 | #define CLOCK 9 |
131 | /*#define FBULLET 10 */ |
115 | //10 |
132 | /*#define FBALL 11 */ |
116 | //11 |
133 | #define LIGHTNING 12 |
117 | //12 |
134 | #define ARROW 13 |
118 | #define ARROW 13 |
135 | #define BOW 14 |
119 | #define BOW 14 |
136 | #define WEAPON 15 |
120 | #define WEAPON 15 |
137 | #define ARMOUR 16 |
121 | #define ARMOUR 16 |
138 | #define PEDESTAL 17 |
122 | #define PEDESTAL 17 |
139 | #define ALTAR 18 |
123 | #define ALTAR 18 |
140 | /*#define CONFUSION 19 */ |
124 | //19 |
141 | #define LOCKED_DOOR 20 |
125 | #define LOCKED_DOOR 20 |
142 | #define SPECIAL_KEY 21 |
126 | #define SPECIAL_KEY 21 |
143 | #define MAP 22 |
127 | #define MAP 22 |
144 | #define DOOR 23 |
128 | #define DOOR 23 |
145 | #define KEY 24 |
129 | #define KEY 24 |
146 | /*#define MMISSILE 25 */ |
130 | //25 |
147 | #define TIMED_GATE 26 |
131 | #define TIMED_GATE 26 |
148 | #define TRIGGER 27 |
132 | #define TRIGGER 27 |
149 | #define GRIMREAPER 28 |
133 | #define GRIMREAPER 28 |
150 | #define MAGIC_EAR 29 |
134 | #define MAGIC_EAR 29 |
151 | #define TRIGGER_BUTTON 30 |
135 | #define TRIGGER_BUTTON 30 |
152 | #define TRIGGER_ALTAR 31 |
136 | #define TRIGGER_ALTAR 31 |
153 | #define TRIGGER_PEDESTAL 32 |
137 | #define TRIGGER_PEDESTAL 32 |
154 | #define SHIELD 33 |
138 | #define SHIELD 33 |
155 | #define HELMET 34 |
139 | #define HELMET 34 |
156 | #define HORN 35 |
140 | #define HORN 35 |
157 | #define MONEY 36 |
141 | #define MONEY 36 |
158 | #define CLASS 37 /* object for applying character class modifications to someone */ |
142 | #define CLASS 37 /* object for applying character class modifications to someone */ |
159 | #define GRAVESTONE 38 |
143 | #define GRAVESTONE 38 |
160 | #define AMULET 39 |
144 | #define AMULET 39 |
161 | #define PLAYERMOVER 40 |
145 | #define PLAYERMOVER 40 |
162 | #define TELEPORTER 41 |
146 | #define TELEPORTER 41 |
163 | #define CREATOR 42 |
147 | #define CREATOR 42 |
164 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
148 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
165 | #define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ |
149 | //44 |
166 | /* experience for broad skill categories. This value */ |
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167 | /* is now automatically converteed at load time. */ |
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168 | #define EARTHWALL 45 |
150 | #define EARTHWALL 45 |
169 | #define GOLEM 46 |
151 | #define GOLEM 46 |
170 | /*#define BOMB 47 */ |
152 | //47 |
171 | #define THROWN_OBJ 48 |
153 | #define THROWN_OBJ 48 |
172 | #define BLINDNESS 49 |
154 | #define BLINDNESS 49 |
173 | #define GOD 50 |
155 | #define GOD 50 |
174 | |
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175 | #define DETECTOR 51 /* peterm: detector is an object */ |
156 | #define DETECTOR 51 /* peterm: detector is an object |
176 | /* which notices the presense of */ |
157 | * which notices the presense of |
177 | /* another object and is triggered */ |
158 | * another object and is triggered |
178 | /* like buttons. */ |
159 | * like buttons. |
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160 | */ |
179 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ |
161 | #define TRIGGER_MARKER 52 /* inserts an invisible, weightless |
180 | /* force into a player with a specified string WHEN TRIGGERED. */ |
162 | * force into a player with a specified string WHEN TRIGGERED. |
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163 | */ |
181 | #define DEAD_OBJECT 53 |
164 | #define DEAD_OBJECT 53 |
182 | #define DRINK 54 |
165 | #define DRINK 54 |
183 | #define MARKER 55 /* inserts an invisible, weightless */ |
166 | #define MARKER 55 /* inserts an invisible, weightless |
184 | /* force into a player with a specified string. */ |
167 | * force into a player with a specified string. |
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168 | */ |
185 | #define HOLY_ALTAR 56 |
169 | #define HOLY_ALTAR 56 |
186 | #define PLAYER_CHANGER 57 |
170 | #define PLAYER_CHANGER 57 |
187 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
171 | #define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ |
188 | |
172 | |
189 | #define PEACEMAKER 59 /* Object owned by a player which can convert */ |
173 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
190 | /* a monster into a peaceful being incapable of attack. */ |
174 | * a monster into a peaceful being incapable of attack. |
191 | #define GEM 60 |
175 | */ |
192 | /*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ |
176 | #define GEM 60 |
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177 | //61 |
193 | #define FIREWALL 62 |
178 | #define FIREWALL 62 |
194 | #define ANVIL 63 |
179 | #define ANVIL 63 |
195 | #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 */ |
196 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
181 | #define MOOD_FLOOR 65 /* |
197 | * values of last_sp set how to change: |
182 | * values of last_sp set how to change: |
198 | * 0 = furious, all monsters become aggressive |
183 | * 0 = furious, all monsters become aggressive |
199 | * 1 = angry, all but friendly become aggressive |
184 | * 1 = angry, all but friendly become aggressive |
200 | * 2 = calm, all aggressive monsters calm down |
185 | * 2 = calm, all aggressive monsters calm down |
201 | * 3 = sleep, all monsters fall asleep |
186 | * 3 = sleep, all monsters fall asleep |
202 | * 4 = charm, monsters become pets */ |
187 | * 4 = charm, monsters become pets |
203 | #define EXIT 66 |
188 | * 5 = destroy monsters |
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189 | * 6 = destroy pets / friendlies |
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190 | */ |
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191 | #define EXIT 66 |
204 | #define ENCOUNTER 67 |
192 | #define ENCOUNTER 67 |
205 | #define SHOP_FLOOR 68 |
193 | #define SHOP_FLOOR 68 |
206 | #define SHOP_MAT 69 |
194 | #define SHOP_MAT 69 |
207 | #define RING 70 |
195 | #define RING 70 |
208 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
196 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
209 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
197 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
210 | #define INORGANIC 73 /* metals and minerals */ |
198 | #define INORGANIC 73 /* metals and minerals */ |
211 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
199 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
212 | #define LIGHTER 75 |
200 | #define LIGHTER 75 |
213 | |
201 | //76 |
214 | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
202 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
215 | * types are not used in any archetypes, and should perhaps be removed. |
203 | //78 |
216 | */ |
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217 | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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218 | |
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219 | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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220 | #define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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221 | #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 |
222 | in the engine. Like statues, clocks, chairs,... |
205 | in the engine. Like statues, clocks, chairs,... |
223 | If perhaps we create a function where we can sit |
206 | If perhaps we create a function where we can sit |
224 | on chairs, we create a new type and remove all |
207 | on chairs, we create a new type and remove all |
225 | chairs from here. */ |
208 | chairs from here. */ |
226 | #define MONSTER 80 /* yes, thats a real, living creature */ |
209 | //80 |
227 | #define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
210 | //81 |
228 | #define LAMP 82 /* a lamp */ |
211 | #define LAMP 82 /* a lamp */ |
229 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
212 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
230 | #define TOOL 84 /* a tool for building objects */ |
213 | //84 |
231 | #define SPELLBOOK 85 |
214 | #define SPELLBOOK 85 |
232 | #define BUILDFAC 86 /* facilities for building objects */ |
215 | //86 |
233 | #define CLOAK 87 |
216 | #define CLOAK 87 |
234 | /*#define CONE 88 */ |
217 | //88 |
235 | /*#define AURA 89 *//* aura spell object */ |
218 | //89 |
236 | |
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237 | #define SPINNER 90 |
219 | #define SPINNER 90 |
238 | #define GATE 91 |
220 | #define GATE 91 |
239 | #define BUTTON 92 |
221 | #define BUTTON 92 |
240 | #define CF_HANDLE 93 |
222 | #define CF_HANDLE 93 |
241 | #define HOLE 94 |
223 | #define HOLE 94 |
242 | #define TRAPDOOR 95 |
224 | #define TRAPDOOR 95 |
243 | /*#define WORD_OF_RECALL 96 */ |
225 | //96 |
244 | /*#define PARAIMAGE 97 */ |
226 | //97 |
245 | #define SIGN 98 |
227 | #define SIGN 98 |
246 | #define BOOTS 99 |
228 | #define BOOTS 99 |
247 | #define GLOVES 100 |
229 | #define GLOVES 100 |
248 | #define SPELL 101 |
230 | #define SPELL 101 |
249 | #define SPELL_EFFECT 102 |
231 | #define SPELL_EFFECT 102 |
250 | #define CONVERTER 103 |
232 | #define CONVERTER 103 |
251 | #define BRACERS 104 |
233 | #define BRACERS 104 |
252 | #define POISONING 105 |
234 | #define POISONING 105 |
253 | #define SAVEBED 106 |
235 | #define SAVEBED 106 |
254 | #define POISONCLOUD 107 |
236 | //107 |
255 | #define FIREHOLES 108 |
237 | //108 |
256 | #define WAND 109 |
238 | #define WAND 109 |
257 | /*#define ABILITY 110*/ |
239 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
258 | #define SCROLL 111 |
240 | #define SCROLL 111 |
259 | #define DIRECTOR 112 |
241 | #define DIRECTOR 112 |
260 | #define GIRDLE 113 |
242 | #define GIRDLE 113 |
261 | #define FORCE 114 |
243 | #define FORCE 114 |
262 | #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 */ |
263 | #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 */ |
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246 | //117 |
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247 | //118 |
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248 | //119 |
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249 | //120 |
264 | #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. */ |
265 | #define CONTAINER 122 |
251 | #define CONTAINER 122 |
266 | #define ARMOUR_IMPROVER 123 |
252 | #define ARMOUR_IMPROVER 123 |
267 | #define WEAPON_IMPROVER 124 |
253 | #define WEAPON_IMPROVER 124 |
268 | |
254 | //125 |
269 | /* unused: 125 - 129 |
255 | //126 |
270 | * type 125 was MONEY_CHANGER |
256 | //127 |
271 | */ |
257 | //128 |
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258 | //129 |
272 | #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 |
273 | #define DEEP_SWAMP 138 |
267 | #define DEEP_SWAMP 138 |
274 | #define IDENTIFY_ALTAR 139 |
268 | #define IDENTIFY_ALTAR 139 |
275 | /*#define CANCELLATION 141*/ /* not used with new spell code */ |
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 |
276 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
279 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
277 | /*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ |
280 | //151 |
278 | /*#define SWARM_SPELL 153*/ |
281 | //152 |
279 | #define RUNE 154 |
282 | //153 |
280 | #define TRAP 155 |
283 | #define RUNE 154 |
281 | |
284 | #define TRAP 155 |
282 | #define POWER_CRYSTAL 156 |
285 | #define POWER_CRYSTAL 156 |
283 | #define CORPSE 157 |
286 | #define CORPSE 157 |
284 | |
287 | #define DISEASE 158 |
285 | #define DISEASE 158 |
288 | #define SYMPTOM 159 |
286 | #define SYMPTOM 159 |
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287 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
289 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
288 | #define MATERIAL 161 /* Material for building */ |
290 | #define MATERIAL 161 /* Material for building */ |
289 | /* #define GPS 162 Ground positionning system, moved to Python plugin */ |
291 | //162 |
290 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
292 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
291 | #define QUEST 164 /* See below for subtypes */ |
293 | //164 |
292 | #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, |
293 | potions, alchemy, or magic works here (elmex) */ |
295 | potions, alchemy, or magic works here (elmex) */ |
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296 | |
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297 | #define NUM_TYPES 166 // must be max(type) + 1 |
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298 | |
294 | /* END TYPE DEFINE */ |
299 | /* END TYPE DEFINE */ |
295 | |
300 | |
296 | #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 |
297 | |
304 | |
298 | /* Subtypes for BUILDER */ |
305 | /* Subtypes for BUILDER */ |
299 | #define ST_BD_BUILD 1 /* Builds an item */ |
306 | #define ST_BD_BUILD 1 /* Builds an item */ |
300 | #define ST_BD_REMOVE 2 /* Removes an item */ |
307 | #define ST_BD_REMOVE 2 /* Removes an item */ |
301 | |
308 | |
302 | /* Subtypes for MATERIAL */ |
309 | /* Subtypes for MATERIAL */ |
303 | #define ST_MAT_FLOOR 1 /* Floor */ |
310 | #define ST_MAT_FLOOR 1 /* Floor */ |
304 | #define ST_MAT_WALL 2 /* Wall */ |
311 | #define ST_MAT_WALL 2 /* Wall */ |
305 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
312 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
306 | |
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307 | /* Subtypes for QUEST */ |
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308 | #define QUEST_IN_PROGRESS 1 |
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309 | #define QUEST_DONE_QUEST 2 |
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310 | #define QUEST_DONE_TASK 3 |
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311 | #define QUEST_START_QUEST 4 |
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312 | #define QUEST_END_QUEST 5 |
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313 | #define QUEST_START_TASK 6 |
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314 | #define QUEST_END_TASK 7 |
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315 | #define QUEST_OVERRIDE 8 |
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316 | #define QUEST_ON_ACTIVATE 9 |
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317 | |
313 | |
318 | /* definitions for weapontypes */ |
314 | /* definitions for weapontypes */ |
319 | |
315 | |
320 | #define WEAP_HIT 0 /* the basic */ |
316 | #define WEAP_HIT 0 /* the basic */ |
321 | #define WEAP_SLASH 1 /* slash */ |
317 | #define WEAP_SLASH 1 /* slash */ |
322 | #define WEAP_PIERCE 2 /* arrows, stiletto */ |
318 | #define WEAP_PIERCE 2 /* arrows, stiletto */ |
323 | #define WEAP_CLEAVE 3 /* axe */ |
319 | #define WEAP_CLEAVE 3 /* axe */ |
324 | #define WEAP_SLICE 4 /* katana */ |
320 | #define WEAP_SLICE 4 /* katana */ |
325 | #define WEAP_STAB 5 /* knife, dagger */ |
321 | #define WEAP_STAB 5 /* knife, dagger */ |
326 | #define WEAP_WHIP 6 /* whips n chains */ |
322 | #define WEAP_WHIP 6 /* whips n chains */ |
327 | #define WEAP_CRUSH 7 /* big hammers, flails */ |
323 | #define WEAP_CRUSH 7 /* big hammers, flails */ |
328 | #define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
324 | #define WEAP_BLUD 8 /* bludgeoning, club, stick */ |
329 | |
325 | |
330 | typedef struct typedata { |
326 | typedef struct typedata |
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327 | { |
331 | int number; |
328 | int number; |
332 | const char *name; |
329 | const char *name; |
333 | const char *name_pl; |
330 | const char *name_pl; |
334 | int identifyskill; |
331 | int identifyskill; |
335 | int identifyskill2; |
332 | int identifyskill2; |
336 | } typedata; |
333 | } typedata; |
337 | |
334 | |
338 | extern const int ItemTypesSize; |
335 | extern const int ItemTypesSize; |
339 | extern typedata ItemTypes[]; |
336 | extern typedata ItemTypes[]; |
340 | |
337 | |
… | |
… | |
346 | #define PU_NOTHING 0x00000000 |
343 | #define PU_NOTHING 0x00000000 |
347 | |
344 | |
348 | #define PU_DEBUG 0x10000000 |
345 | #define PU_DEBUG 0x10000000 |
349 | #define PU_INHIBIT 0x20000000 |
346 | #define PU_INHIBIT 0x20000000 |
350 | #define PU_STOP 0x40000000 |
347 | #define PU_STOP 0x40000000 |
351 | #define PU_NEWMODE 0x80000000 |
348 | //#define PU_NEWMODE 0x80000000 // no longer used |
352 | |
349 | |
353 | #define PU_RATIO 0x0000000F |
350 | #define PU_RATIO 0x0000000F |
354 | |
351 | |
355 | #define PU_FOOD 0x00000010 |
352 | #define PU_FOOD 0x00000010 |
356 | #define PU_DRINK 0x00000020 |
353 | #define PU_DRINK 0x00000020 |
… | |
… | |
377 | #define PU_READABLES 0x00400000 |
374 | #define PU_READABLES 0x00400000 |
378 | #define PU_MAGIC_DEVICE 0x00800000 |
375 | #define PU_MAGIC_DEVICE 0x00800000 |
379 | |
376 | |
380 | #define PU_NOT_CURSED 0x01000000 |
377 | #define PU_NOT_CURSED 0x01000000 |
381 | #define PU_JEWELS 0x02000000 |
378 | #define PU_JEWELS 0x02000000 |
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379 | #define PU_FLESH 0x04000000 |
382 | |
380 | |
383 | |
381 | |
384 | /* Instead of using arbitrary constants for indexing the |
382 | /* Instead of using arbitrary constants for indexing the |
385 | * freearr, add these values. <= SIZEOFFREE1 will get you |
383 | * freearr, add these values. <= SIZEOFFREE1 will get you |
386 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
384 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
387 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
385 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
388 | * three spaces |
386 | * three spaces |
389 | */ |
387 | */ |
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388 | #define SIZEOFFREE0 0 |
390 | #define SIZEOFFREE1 8 |
389 | #define SIZEOFFREE1 8 |
391 | #define SIZEOFFREE2 24 |
390 | #define SIZEOFFREE2 24 |
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391 | #define SIZEOFFREE3 48 |
392 | #define SIZEOFFREE 49 |
392 | #define SIZEOFFREE 49 |
393 | |
393 | |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
394 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
395 | |
395 | |
396 | /* Flag structure now changed. |
396 | /* |
397 | * Each flag is now a bit offset, starting at zero. The macros |
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398 | * will update/read the appropriate flag element in the object |
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399 | * structure. |
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400 | * |
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401 | * Hopefully, since these offsets are integer constants set at run time, |
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402 | * the compiler will reduce the macros something as simple as the |
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403 | * old system was. |
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404 | * |
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405 | * Flags now have FLAG as the prefix. This to be clearer, and also |
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406 | * to make sure F_ names are not still being used anyplace. |
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407 | * |
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408 | * The macros below assume that the flag size for each element is 32 |
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409 | * bits. IF it is smaller, bad things will happen. See structs.h |
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410 | * for more info. |
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411 | * |
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412 | * All functions should use the macros below. In process of converting |
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413 | * to the new system, I find several files that did not use the previous |
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414 | * macros. |
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415 | * |
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416 | * If any FLAG's are 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 |
417 | * common/loader.l is updated. |
398 | * common/loader.C is updated. |
418 | * |
399 | */ |
419 | * flags[0] is 0 to 31 |
400 | |
420 | * flags[1] is 32 to 63 |
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421 | * flags[2] is 64 to 95 |
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422 | * flags[3] is 96 to 127 |
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423 | */ |
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424 | /* Basic routines to do above */ |
401 | /* Basic routines to do above */ |
425 | #define SET_FLAG(xyz, p) \ |
402 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
426 | ((xyz)->flags[p/32] |= (1U << (p % 32))) |
403 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
427 | #define CLEAR_FLAG(xyz, p) \ |
404 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
428 | ((xyz)->flags[p/32] &= ~(1U << (p % 32))) |
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429 | #define QUERY_FLAG(xyz, p) \ |
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430 | ((xyz)->flags[p/32] & (1U << (p % 32))) |
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431 | #define COMPARE_FLAGS(p,q) \ |
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432 | ( \ |
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433 | ((p)->flags[0] == (q)->flags[0]) && \ |
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434 | ((p)->flags[1] == (q)->flags[1]) && \ |
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435 | ((p)->flags[2] == (q)->flags[2]) && \ |
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436 | ((p)->flags[3] == (q)->flags[3]) \ |
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437 | ) |
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438 | /* convenience macros to determine what kind of things we are dealing with */ |
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439 | |
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440 | #define IS_WEAPON(op) \ |
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441 | (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
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442 | |
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443 | #define IS_ARMOR(op) \ |
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444 | (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ |
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445 | op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ |
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446 | op->type == BRACERS || op->type == GIRDLE) |
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447 | |
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448 | #define IS_LIVE(op) \ |
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449 | ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ |
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450 | (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ |
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451 | !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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452 | |
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453 | #define IS_ARROW(op) \ |
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454 | (op->type==ARROW || \ |
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455 | (op->type==SPELL_EFFECT && \ |
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456 | (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) |
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457 | |
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458 | /* This return TRUE if object has still randomitems which |
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459 | * could be expanded. |
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460 | */ |
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461 | #define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) |
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462 | |
405 | |
463 | /* the flags */ |
406 | /* the flags */ |
464 | |
407 | |
465 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
408 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
466 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
409 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
467 | #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 */ |
468 | #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 */ |
469 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
412 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
470 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
413 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
471 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
414 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
472 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
415 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
473 | |
416 | |
474 | #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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418 | |
475 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
419 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
476 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
420 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
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421 | |
477 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
422 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
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423 | |
478 | /*#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 */ |
479 | /*#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) */ |
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426 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
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427 | |
480 | #define FLAG_MONSTER 14 /* Will attack players */ |
428 | #define FLAG_MONSTER 14 /* Will attack players */ |
481 | #define FLAG_FRIENDLY 15 /* Will help players */ |
429 | #define FLAG_FRIENDLY 15 /* Will help players */ |
482 | |
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483 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
430 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
484 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
431 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
485 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
432 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
486 | #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
433 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
487 | #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. */ |
488 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
435 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
489 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
436 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
490 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
437 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
491 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
438 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
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439 | |
492 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
440 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
493 | /*#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 */ |
494 | /*#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 */ |
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443 | |
495 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ |
444 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
496 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
445 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
497 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
446 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
498 | #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 */ |
499 | |
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500 | /* Start of values in flags[1] */ |
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501 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
448 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
502 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
449 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
503 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
450 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
504 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
451 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
505 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
452 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
506 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ |
453 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
507 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
454 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
508 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
455 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
509 | |
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510 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
456 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
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457 | |
511 | #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 */ |
512 | #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 */ |
513 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
460 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
514 | #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 */ |
515 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
462 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
516 | but can still attack at a distance */ |
463 | but can still attack at a distance */ |
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464 | |
517 | /*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ |
465 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
518 | thru this object as if it wasn't there */ |
466 | thru this object as if it wasn't there */ |
519 | /*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ |
467 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
520 | |
468 | |
521 | #define FLAG_PICK_UP 48 /* Can pick up */ |
469 | #define FLAG_PICK_UP 48 /* Can pick up */ |
522 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
470 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
523 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
471 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
524 | #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 */ |
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473 | |
525 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
474 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
526 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
475 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
527 | #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 */ |
528 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
477 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
529 | |
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530 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
478 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
531 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
479 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
532 | #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 */ |
533 | #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) */ |
534 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
482 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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483 | |
535 | #define FLAG_XRAYS 61 /* X-ray vision */ |
484 | #define FLAG_XRAYS 61 /* X-ray vision */ |
536 | #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 */ |
537 | #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 */ |
538 | |
487 | |
539 | /* Start of values in flags[2] */ |
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540 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
488 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
541 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
489 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
542 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
490 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
543 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
491 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
544 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
492 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
545 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
493 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
546 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
494 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
547 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
495 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
548 | |
496 | |
549 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
497 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
550 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
498 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
551 | #define FLAG_CURSED 74 /* The object is cursed */ |
499 | #define FLAG_CURSED 74 /* The object is cursed */ |
552 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
500 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
553 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
501 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
554 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
502 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
555 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
503 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
556 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
504 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
557 | |
505 | |
558 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
506 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
559 | #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 */ |
560 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
508 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
561 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
509 | |
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510 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
562 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
511 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
563 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
512 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
564 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
513 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
|
|
514 | |
565 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
515 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
566 | |
|
|
567 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
516 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
568 | #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 */ |
569 | #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 */ |
570 | #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 */ |
571 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
520 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
572 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
521 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
573 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
522 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
|
|
523 | |
574 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
524 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
575 | |
525 | |
576 | /* Start of values in flags[3] */ |
|
|
577 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
526 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
578 | #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 |
579 | * away (replaces ghosthit) |
528 | * away (replaces ghosthit) |
580 | */ |
529 | */ |
581 | #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 |
582 | * detect cases were the server is trying |
|
|
583 | * to send an upditem when we have not |
|
|
584 | * actually sent the item. |
|
|
585 | */ |
|
|
586 | |
531 | |
587 | #define FLAG_BERSERK 99 /* monster will attack closest living |
532 | #define FLAG_BERSERK 99 /* monster will attack closest living |
588 | object */ |
533 | object */ |
589 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
534 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
590 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
535 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
591 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
536 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
592 | #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 |
593 | * load_original_map() */ |
538 | * load_original_map() */ |
594 | #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 |
595 | * the overlay, and is not subject to |
540 | // * the overlay, and is not subject to |
596 | * decay. */ |
541 | // * decay. */ |
597 | #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' */ |
598 | #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' */ |
599 | #define FLAG_IS_WATER 107 |
544 | #define FLAG_IS_WATER 107 |
600 | #define FLAG_CONTENT_ON_GEN 108 |
545 | #define FLAG_CONTENT_ON_GEN 108 |
601 | #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 */ |
602 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
547 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
603 | #define FLAG_AFK 111 /* Player is AFK */ |
548 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
|
|
549 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
|
|
550 | |
604 | #define NUM_FLAGS 111 /* Should always be equal to the last |
551 | #define NUM_FLAGS 113 /* Should always be equal to the last |
605 | * defined flag. If you change this, |
552 | * defined flag + 1. If you change this, |
606 | * make sure you update the flag_links |
553 | * make sure you update the flag_links |
607 | * in common/loader.l |
554 | * in common/loader.l |
608 | */ |
555 | */ |
609 | |
|
|
610 | /* Values can go up to 127 before the size of the flags array in the |
|
|
611 | * object structure needs to be enlarged. |
|
|
612 | * So there are 18 available flags slots |
|
|
613 | */ |
|
|
614 | |
|
|
615 | |
|
|
616 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
|
|
617 | |
|
|
618 | #if 0 |
|
|
619 | /* These should no longer be needed - access move_slow_penalty |
|
|
620 | * directly. |
|
|
621 | */ |
|
|
622 | #define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 |
|
|
623 | #define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 |
|
|
624 | #endif |
|
|
625 | |
556 | |
626 | /* If you add new movement types, you may need to update |
557 | /* If you add new movement types, you may need to update |
627 | * describe_item() so properly describe those types. |
558 | * describe_item() so properly describe those types. |
628 | * change_abil() probably should be updated also. |
559 | * change_abil() probably should be updated also. |
629 | */ |
560 | */ |
630 | #define MOVE_WALK 0x1 /* Object walks */ |
561 | #define MOVE_WALK 0x01 /* Object walks */ |
631 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
562 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
632 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
563 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
633 | #define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ |
564 | #define MOVE_FLYING 0x06 |
|
|
565 | /* Combo of fly_low and fly_high */ |
634 | #define MOVE_SWIM 0x8 /* Swimming object */ |
566 | #define MOVE_SWIM 0x08 /* Swimming object */ |
635 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
567 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
|
|
568 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
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|
569 | |
636 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
570 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
637 | |
|
|
638 | /* the normal assumption is that objects are walking/flying. |
|
|
639 | * So often we don't want to block movement, but still don't want |
|
|
640 | * to allow all types (swimming is rather specialized) - I also |
|
|
641 | * expect as more movement types show up, this is likely to get |
|
|
642 | * updated. Basically, this is the default for spaces that allow |
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|
643 | * movement - anything but swimming right now. If you really |
|
|
644 | * want nothing at all, then can always set move_block to 0 |
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645 | */ |
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646 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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647 | |
571 | |
648 | /* typdef here to define type large enough to hold bitmask of |
572 | /* typdef here to define type large enough to hold bitmask of |
649 | * all movement types. Make one declaration so easy to update. |
573 | * all movement types. Make one declaration so easy to update. |
650 | * uint8 is defined yet, so just use what that would define it |
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651 | * at anyways. |
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652 | */ |
574 | */ |
653 | typedef unsigned char MoveType; |
575 | typedef unsigned char MoveType; |
654 | |
576 | |
655 | /* 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. |
656 | * Basically, ob2 has to block all of ob1 movement types. |
578 | * Basically, ob2 has to block all of ob1 movement types. |
657 | */ |
579 | */ |
658 | #define OB_MOVE_BLOCK(ob1, ob2) \ |
580 | #define OB_MOVE_BLOCK(ob1, ob2) \ |
… | |
… | |
663 | * Add check - if type is 0, don't stop anything from moving |
585 | * Add check - if type is 0, don't stop anything from moving |
664 | * onto it. |
586 | * onto it. |
665 | * |
587 | * |
666 | */ |
588 | */ |
667 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
589 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
668 | ( (type != 0) && (ob1->move_type & type) == ob1->move_type) |
590 | ((type) && (ob1->move_type & type) == ob1->move_type) |
669 | |
591 | |
670 | |
|
|
671 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
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|
672 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
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|
673 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
592 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
674 | |
|
|
675 | /* Note: These values are only a default value, resizing can change them */ |
|
|
676 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
677 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
678 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
679 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
680 | |
|
|
681 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
682 | |
|
|
683 | #define E_MONSTER 0x00000001 |
|
|
684 | #define E_EXIT 0x00000002 |
|
|
685 | #define E_TREASURE 0x00000004 |
|
|
686 | #define E_BACKGROUND 0x00000008 |
|
|
687 | #define E_DOOR 0x00000010 |
|
|
688 | #define E_SPECIAL 0x00000020 |
|
|
689 | #define E_SHOP 0x00000040 |
|
|
690 | #define E_NORMAL 0x00000080 |
|
|
691 | #define E_FALSE_WALL 0x00000100 |
|
|
692 | #define E_WALL 0x00000200 |
|
|
693 | #define E_EQUIPMENT 0x00000400 |
|
|
694 | #define E_OTHER 0x00000800 |
|
|
695 | #define E_ARTIFACT 0x00001000 |
|
|
696 | |
593 | |
697 | #define EXIT_PATH(xyz) (xyz)->slaying |
594 | #define EXIT_PATH(xyz) (xyz)->slaying |
698 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
595 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
699 | #define EXIT_X(xyz) (xyz)->stats.hp |
596 | #define EXIT_X(xyz) (xyz)->stats.hp |
700 | #define EXIT_Y(xyz) (xyz)->stats.sp |
597 | #define EXIT_Y(xyz) (xyz)->stats.sp |
701 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
598 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
702 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
599 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
703 | |
600 | |
704 | /* for use by the lighting code */ |
601 | /* for use by the lighting code */ |
705 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
602 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
706 | * large values allow objects that can |
603 | * large values allow objects that can |
707 | * slow down the game */ |
604 | * slow down the game */ |
708 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
605 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
709 | * practical reason to exceed this */ |
606 | * practical reason to exceed this */ |
|
|
607 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
|
|
608 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
710 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
609 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
711 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
610 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
|
|
611 | // player position in blocked_los code |
|
|
612 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
|
|
613 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
|
|
614 | |
712 | |
615 | |
713 | #define F_BUY 0 |
616 | #define F_BUY 0 |
714 | #define F_SELL 1 |
617 | #define F_SELL 1 |
715 | #define F_TRUE 2 /* True value of item, unadjusted */ |
618 | #define F_TRUE 2 /* True value of item, unadjusted */ |
716 | #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 */ |
717 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
620 | #define F_IDENTIFIED 8 /* flag to calculate value of identified item */ |
718 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
621 | #define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ |
719 | #define F_APPROX 32 /* flag to give a guess of item value */ |
622 | #define F_APPROX 32 /* flag to give a guess of item value */ |
720 | #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 */ |
721 | |
624 | |
722 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
625 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
723 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
626 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
724 | |
|
|
725 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
726 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
727 | |
627 | |
728 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
628 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
729 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
629 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
730 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
630 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
731 | |
631 | |
732 | /* 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 |
733 | each of them signed char, concatenated in a int16 */ |
633 | each of them signed char, concatenated in a int16 */ |
734 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
634 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
735 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
635 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
736 | #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) |
|
|
637 | |
737 | #define FIRE_DIRECTIONAL 0 |
638 | #define FIRE_DIRECTIONAL 0 |
738 | #define FIRE_POSITIONAL 1 |
639 | #define FIRE_POSITIONAL 1 |
739 | |
640 | |
740 | /******************************************************************************/ |
641 | /******************************************************************************/ |
741 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
642 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
764 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
665 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
765 | #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 */ |
766 | #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 */ |
767 | #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 */ |
768 | /* maintains comfortable distance */ |
669 | /* maintains comfortable distance */ |
|
|
670 | |
769 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
671 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
770 | /* are set to this number, the monster follows a player */ |
672 | /* are set to this number, the monster follows a player */ |
771 | /* until the owner calls it back or off */ |
673 | /* until the owner calls it back or off */ |
772 | /* player followed denoted by 0b->owner */ |
674 | /* player followed denoted by 0b->owner */ |
773 | /* the monster will try to attack whatever the player is */ |
675 | /* the monster will try to attack whatever the player is */ |
… | |
… | |
775 | /* calls off the monster - a key command will be */ |
677 | /* calls off the monster - a key command will be */ |
776 | /* inserted to do so */ |
678 | /* inserted to do so */ |
777 | #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 */ |
778 | /* are set to this number, the monster will move in a */ |
680 | /* are set to this number, the monster will move in a */ |
779 | /* circle until it is attacked, or the enemy field is */ |
681 | /* circle until it is attacked, or the enemy field is */ |
780 | /* set, this is good for non-aggressive monsters and NPC */ |
682 | /* set, this is good for non-aggressive monsters and NPC */ |
781 | #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 */ |
782 | #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 */ |
783 | /* this is HORIZONTAL movement */ |
685 | /* this is HORIZONTAL movement */ |
784 | #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 */ |
785 | /* pace area is longer and the monster stops before */ |
687 | /* pace area is longer and the monster stops before */ |
… | |
… | |
796 | /* changing directions */ |
698 | /* changing directions */ |
797 | /* this is VERTICAL movement */ |
699 | /* this is VERTICAL movement */ |
798 | #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 */ |
799 | #define HI4 240 |
701 | #define HI4 240 |
800 | |
702 | |
801 | /* |
|
|
802 | * Use of the state-variable in player objects: |
|
|
803 | */ |
|
|
804 | |
|
|
805 | #define ST_PLAYING 0 |
|
|
806 | #define ST_PLAY_AGAIN 1 |
|
|
807 | #define ST_ROLL_STAT 2 |
|
|
808 | #define ST_CHANGE_CLASS 3 |
|
|
809 | #define ST_CONFIRM_QUIT 4 |
|
|
810 | #define ST_CONFIGURE 5 |
|
|
811 | #define ST_GET_NAME 6 |
|
|
812 | #define ST_GET_PASSWORD 7 |
|
|
813 | #define ST_CONFIRM_PASSWORD 8 |
|
|
814 | #define ST_GET_PARTY_PASSWORD 10 |
|
|
815 | |
|
|
816 | #define BLANK_FACE_NAME "blank.111" |
703 | #define BLANK_FACE_NAME "blank.x11" |
817 | #define EMPTY_FACE_NAME "empty.111" |
704 | #define EMPTY_FACE_NAME "empty.x11" |
818 | #define DARK_FACE1_NAME "dark1.111" |
|
|
819 | #define DARK_FACE2_NAME "dark2.111" |
|
|
820 | #define DARK_FACE3_NAME "dark3.111" |
|
|
821 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
822 | |
705 | |
823 | /* |
706 | /* |
824 | * Defines for the luck/random functions to make things more readable |
707 | * Defines for the luck/random functions to make things more readable |
825 | */ |
708 | */ |
826 | |
709 | |
827 | #define PREFER_HIGH 1 |
710 | #define PREFER_HIGH 1 |
828 | #define PREFER_LOW 0 |
711 | #define PREFER_LOW 0 |
829 | |
712 | |
830 | /* Simple function we use below to keep adding to the same string |
713 | /* Flags for apply_special() */ |
831 | * but also make sure we don't overwrite that string. |
714 | enum apply_flag |
832 | */ |
|
|
833 | static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) |
|
|
834 | { |
715 | { |
835 | if (*curlen == (maxlen-1)) return; |
|
|
836 | strncpy(dest+*curlen, orig, maxlen-*curlen-1); |
|
|
837 | dest[maxlen-1]=0; |
|
|
838 | *curlen += strlen(orig); |
|
|
839 | if (*curlen>(maxlen-1)) *curlen=maxlen-1; |
|
|
840 | } |
|
|
841 | |
|
|
842 | |
|
|
843 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
844 | * Ideally, all functions should use the SAFE functions, but they |
|
|
845 | * require some extra support in the calling function to remain as |
|
|
846 | * efficient. |
|
|
847 | */ |
|
|
848 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
849 | if(variable) { \ |
|
|
850 | int i,j=0; \ |
|
|
851 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
852 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
853 | if(variable & (1<<i)) { \ |
|
|
854 | if (j) \ |
|
|
855 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
856 | else \ |
|
|
857 | j = 1; \ |
|
|
858 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
859 | } \ |
|
|
860 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
861 | } |
|
|
862 | |
|
|
863 | |
|
|
864 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
865 | |
|
|
866 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
867 | if(variable) { \ |
|
|
868 | int i,j=0; \ |
|
|
869 | strcat(retbuf,"(" name ": "); \ |
|
|
870 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
871 | if(variable & (1<<i)) { \ |
|
|
872 | if (j) \ |
|
|
873 | strcat(retbuf,", "); \ |
|
|
874 | else \ |
|
|
875 | j = 1; \ |
|
|
876 | strcat(retbuf, attacks[i]); \ |
|
|
877 | } \ |
|
|
878 | strcat(retbuf,")"); \ |
|
|
879 | } |
|
|
880 | |
|
|
881 | |
|
|
882 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
883 | if(variable) { \ |
|
|
884 | int i,j=0; \ |
|
|
885 | strcat(retbuf,"(" name ": "); \ |
|
|
886 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
887 | if(variable & (1<<i)) { \ |
|
|
888 | if (j) \ |
|
|
889 | strcat(retbuf,", "); \ |
|
|
890 | else \ |
|
|
891 | j = 1; \ |
|
|
892 | strcat(retbuf, spellpathnames[i]); \ |
|
|
893 | } \ |
|
|
894 | strcat(retbuf,")"); \ |
|
|
895 | } |
|
|
896 | |
|
|
897 | |
|
|
898 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
899 | if(variable) { \ |
|
|
900 | int i,j=0; \ |
|
|
901 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
902 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
903 | if(variable & (1<<i)) { \ |
|
|
904 | if (j) \ |
|
|
905 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
906 | else \ |
|
|
907 | j = 1; \ |
|
|
908 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
909 | } \ |
|
|
910 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
911 | } |
|
|
912 | |
|
|
913 | /* Flags for apply_special() */ |
|
|
914 | enum apply_flag { |
|
|
915 | /* Basic flags, always use one of these */ |
716 | /* Basic flags/mode, always use one of these */ |
916 | AP_NULL = 0, |
717 | AP_TOGGLE = 0, |
917 | AP_APPLY = 1, |
718 | AP_APPLY = 1, |
918 | AP_UNAPPLY = 2, |
719 | AP_UNAPPLY = 2, |
919 | |
720 | |
920 | AP_BASIC_FLAGS = 15, |
721 | AP_BASIC_FLAGS = 0x0f, |
921 | |
722 | |
922 | /* Optional flags, for bitwise or with a basic flag */ |
723 | /* Optional flags, for bitwise or with a basic flag */ |
923 | AP_NO_MERGE = 16, |
724 | AP_NO_MERGE = 0x10, |
924 | AP_IGNORE_CURSE = 32, |
725 | AP_IGNORE_CURSE = 0x20, |
925 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
726 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
926 | /* Note this is supported in all the functions */ |
727 | AP_NO_READY = 0x80, // do not ready skill associated with skilltool. |
927 | |
|
|
928 | }; |
728 | }; |
929 | |
729 | |
930 | /* Bitmask values for 'can_apply_object()' return values. |
730 | /* Bitmask values for 'can_apply_object()' return values. |
931 | * the CAN_APPLY_ prefix is to just note what function the |
731 | * the CAN_APPLY_ prefix is to just note what function the |
932 | * are returned from. |
732 | * are returned from. |
… | |
… | |
958 | #define CAN_APPLY_NOT_MASK 0xf |
758 | #define CAN_APPLY_NOT_MASK 0xf |
959 | #define CAN_APPLY_UNAPPLY 0x10 |
759 | #define CAN_APPLY_UNAPPLY 0x10 |
960 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
760 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
961 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
761 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
962 | |
762 | |
963 | /* 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 |
964 | #define MIN_ACTIVE_SPEED 0.00001 |
764 | // we use 2**-n because that can be represented exactly |
|
|
765 | // also make sure that this is a float, not double, constant |
|
|
766 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
965 | |
767 | |
966 | /* |
|
|
967 | * random() is much better than rand(). If you have random(), use it instead. |
|
|
968 | * You shouldn't need to change any of this |
|
|
969 | * |
|
|
970 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
971 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
972 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
973 | * |
|
|
974 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
975 | * here. |
|
|
976 | */ |
|
|
977 | |
|
|
978 | #ifdef HAVE_SRANDOM |
|
|
979 | #define RANDOM() random() |
|
|
980 | #define SRANDOM(xyz) srandom(xyz) |
|
|
981 | #else |
|
|
982 | # ifdef HAVE_SRAND48 |
|
|
983 | # define RANDOM() lrand48() |
|
|
984 | # define SRANDOM(xyz) srand48(xyz) |
|
|
985 | # else |
|
|
986 | # ifdef HAVE_SRAND |
|
|
987 | # define RANDOM() rand() |
|
|
988 | # define SRANDOM(xyz) srand(xyz) |
|
|
989 | # else |
|
|
990 | # error "Could not find a usable random routine" |
|
|
991 | # endif |
|
|
992 | # endif |
|
|
993 | #endif |
|
|
994 | |
|
|
995 | /* Returns the weight of the given object. Note: it does not take the number of |
|
|
996 | * items (nrof) into account. |
|
|
997 | */ |
|
|
998 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
|
|
999 | |
|
|
1000 | |
|
|
1001 | /* Code fastening defines |
|
|
1002 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
1003 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
1004 | * the '\0' caracter will not be put at end of buf__. |
|
|
1005 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
1006 | * and clean up the string. (Lots faster than doing each time...) |
|
|
1007 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
1008 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
1009 | * kown in advance. |
|
|
1010 | */ |
|
|
1011 | |
|
|
1012 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
1013 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
1014 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
1015 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
1016 | |
|
|
1017 | /* You may uncomment following define to check sanity of code. |
|
|
1018 | * But use as debug only (loses all speed gained by those macros) |
|
|
1019 | */ |
|
|
1020 | /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ |
|
|
1021 | if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ |
|
|
1022 | |
|
|
1023 | |
|
|
1024 | |
|
|
1025 | |
|
|
1026 | |
|
|
1027 | |
|
|
1028 | |
|
|
1029 | /* |
768 | /* |
1030 | * Warning! |
769 | * Warning! |
1031 | * If you add message types here, don't forget |
770 | * If you add message types here, don't forget |
1032 | * to keep the client up to date too! |
771 | * to keep the client up to date too! |
1033 | */ |
772 | */ |
1034 | |
773 | |
1035 | |
|
|
1036 | /* message types */ |
774 | /* message types */ |
1037 | #define MSG_TYPE_BOOK 1 |
775 | #define MSG_TYPE_BOOK 1 |
1038 | #define MSG_TYPE_CARD 2 |
776 | #define MSG_TYPE_CARD 2 |
1039 | #define MSG_TYPE_PAPER 3 |
777 | #define MSG_TYPE_PAPER 3 |
1040 | #define MSG_TYPE_SIGN 4 |
778 | #define MSG_TYPE_SIGN 4 |
… | |
… | |
1110 | #define MSG_TYPE_MONUMENT_WALL_3 12 |
848 | #define MSG_TYPE_MONUMENT_WALL_3 12 |
1111 | |
849 | |
1112 | /*some readable flags*/ |
850 | /*some readable flags*/ |
1113 | |
851 | |
1114 | /* dialog messsage */ |
852 | /* dialog messsage */ |
1115 | #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ |
853 | #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ |
1116 | #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ |
854 | #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ |
1117 | #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ |
855 | #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ |
1118 | |
856 | |
1119 | /* admin messages */ |
857 | /* admin messages */ |
1120 | #define MSG_TYPE_ADMIN_RULES 1 |
858 | #define MSG_TYPE_ADMIN_RULES 1 |
1121 | #define MSG_TYPE_ADMIN_NEWS 2 |
859 | #define MSG_TYPE_ADMIN_NEWS 2 |
1122 | |
860 | |
|
|
861 | /** |
|
|
862 | * Maximum distance a player may hear a sound from. |
|
|
863 | * This is only used for new client/server sound. If the sound source |
|
|
864 | * on the map is farther away than this, we don't sent it to the client. |
|
|
865 | */ |
|
|
866 | #define MAX_SOUND_DISTANCE 16 |
|
|
867 | |
|
|
868 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
869 | #define INFO_CHANNEL "info" // lower_left box |
|
|
870 | #define SAY_CHANNEL "say" |
|
|
871 | #define CHAT_CHANNEL "chat" |
|
|
872 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
873 | |
|
|
874 | /* The following are the color flags passed to new_draw_info. |
|
|
875 | * |
|
|
876 | * We also set up some control flags |
|
|
877 | * |
|
|
878 | * NDI = New Draw Info |
|
|
879 | */ |
|
|
880 | |
|
|
881 | /* Color specifications - note these match the order in xutil.c */ |
|
|
882 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
883 | * be implicitly specified. |
|
|
884 | */ |
|
|
885 | #define NDI_BLACK 0 |
|
|
886 | #define NDI_WHITE 1 |
|
|
887 | #define NDI_NAVY 2 |
|
|
888 | #define NDI_RED 3 |
|
|
889 | #define NDI_ORANGE 4 |
|
|
890 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
891 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
892 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
893 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
894 | /* Than seagreen - also background color */ |
|
|
895 | #define NDI_GREY 9 |
|
|
896 | #define NDI_BROWN 10 /* Sienna */ |
|
|
897 | #define NDI_GOLD 11 |
|
|
898 | #define NDI_TAN 12 /* Khaki */ |
|
|
899 | |
|
|
900 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
901 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
902 | /* using an int anyways, so we have the space */ |
|
|
903 | /* to still do all the flags */ |
|
|
904 | |
|
|
905 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
906 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
907 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
908 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
909 | |
|
|
910 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
911 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
912 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
913 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
|
|
914 | |
1123 | #endif /* DEFINE_H */ |
915 | #endif /* DEFINE_H */ |
|
|
916 | |