--- deliantra/server/include/define.h 2006/12/18 17:10:07 1.20
+++ deliantra/server/include/define.h 2007/07/21 14:37:25 1.66
@@ -1,25 +1,25 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire@schmorp.de
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
+ */
/* This file is best viewed with a window width of about 100 character */
@@ -33,40 +33,26 @@
#ifndef DEFINE_H
#define DEFINE_H
-/*
- * Crossfire requires ANSI-C, but some compilers "forget" to define it.
- * Thus the prototypes made by cextract don't get included correctly.
- */
-#if !defined(__STDC__)
-
-/* Removed # from start of following line. makedepend was picking it up.
- * The following should still hopefully result in an error.
- */
-error - Your ANSI C compiler should be defining __STDC__;
-#endif
-
#include
#define FONTDIR ""
#define FONTNAME ""
/* Decstations have trouble with fabs()... */
-#define FABS(x) ((x)<0?-(x):(x))
+#define FABS(x) fabs (x)
#ifdef __NetBSD__
# include
#endif
#ifndef MIN
-# define MIN(x,y) ((x)<(y)?(x):(y))
+# define MIN(x,y) min (x, y)
#endif
#ifndef MAX
-# define MAX(x,y) ((x)>(y)?(x):(y))
+# define MAX(x,y) max (x, y)
#endif
-/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
-#ifndef NAME_MAX
-# define NAME_MAX 255
-#endif
+// maximum length of an object name in the protocol
+#define NAME_LEN 127
/* MAX3 is basically like MAX, but instead does 3 values. */
#ifndef MAX3
@@ -81,10 +67,20 @@
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
+//TODO: not only use more reasonable values, also enforce them
+#define MIN_WC -120
+#define MAX_WC 120
+#define MIN_AC -120
+#define MAX_AC 120
+#define MIN_DAM 0
+#define MAX_DAM 200
+#define MIN_DIGESTION -35
+#define MAX_DIGESTION 70
+
#define MAX_BUF 1024
/* Used for all kinds of things */
#define VERY_BIG_BUF 2048
-#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
+#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
#define FONTSIZE 3000 /* Max chars in font */
@@ -95,9 +91,10 @@
#define MAX_EXT_TITLE 98
/* Fatal variables: */
+//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
-#define ARCHTABLE_TOO_SMALL 2
+#define ARCHTABLE_TOO_SMALL 2 // unused
#define TOO_MANY_ERRORS 3
/* TYPE DEFINES */
@@ -112,197 +109,219 @@
* Additionally, when you add a new entry, include it in the table in item.c
*/
-/* type 0 will be undefined and shows a non valid type information */
+/* USED TYPES: (for dead types please look at the bottom of the type
+ * definitions)
+ */
-#define PLAYER 1
-#define TRANSPORT 2 /* see doc/Developers/objects */
-#define ROD 3
-#define TREASURE 4
-#define POTION 5
-#define FOOD 6
-#define POISON 7
-#define BOOK 8
-#define CLOCK 9
-
-/*#define FBULLET 10 */
-
-/*#define FBALL 11 */
-#define LIGHTNING 12
-#define ARROW 13
-#define BOW 14
-#define WEAPON 15
-#define ARMOUR 16
-#define PEDESTAL 17
-#define ALTAR 18
-
-/*#define CONFUSION 19 */
-#define LOCKED_DOOR 20
-#define SPECIAL_KEY 21
-#define MAP 22
-#define DOOR 23
-#define KEY 24
-
-/*#define MMISSILE 25 */
-#define TIMED_GATE 26
-#define TRIGGER 27
-#define GRIMREAPER 28
-#define MAGIC_EAR 29
-#define TRIGGER_BUTTON 30
-#define TRIGGER_ALTAR 31
-#define TRIGGER_PEDESTAL 32
-#define SHIELD 33
-#define HELMET 34
-#define HORN 35
-#define MONEY 36
-#define CLASS 37 /* object for applying character class modifications to someone */
-#define GRAVESTONE 38
-#define AMULET 39
-#define PLAYERMOVER 40
-#define TELEPORTER 41
-#define CREATOR 42
-#define SKILL 43 /* also see SKILL_TOOL (74) below */
-#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
- /* experience for broad skill categories. This value */
- /* is now automatically converteed at load time. */
-#define EARTHWALL 45
-#define GOLEM 46
-
-/*#define BOMB 47 */
-#define THROWN_OBJ 48
-#define BLINDNESS 49
-#define GOD 50
-
-#define DETECTOR 51 /* peterm: detector is an object */
- /* which notices the presense of */
- /* another object and is triggered */
- /* like buttons. */
-#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
- /* force into a player with a specified string WHEN TRIGGERED. */
-#define DEAD_OBJECT 53
-#define DRINK 54
-#define MARKER 55 /* inserts an invisible, weightless */
- /* force into a player with a specified string. */
-#define HOLY_ALTAR 56
-#define PLAYER_CHANGER 57
-#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
-
-#define PEACEMAKER 59 /* Object owned by a player which can convert */
- /* a monster into a peaceful being incapable of attack. */
-#define GEM 60
-
- /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
-#define FIREWALL 62
-#define ANVIL 63
-#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
-#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
- * values of last_sp set how to change:
- * 0 = furious, all monsters become aggressive
- * 1 = angry, all but friendly become aggressive
- * 2 = calm, all aggressive monsters calm down
- * 3 = sleep, all monsters fall asleep
- * 4 = charm, monsters become pets */
-#define EXIT 66
-#define ENCOUNTER 67
-#define SHOP_FLOOR 68
-#define SHOP_MAT 69
-#define RING 70
-#define FLOOR 71 /* this is a floor tile -> native layer 0 */
-#define FLESH 72 /* animal 'body parts' -b.t. */
-#define INORGANIC 73 /* metals and minerals */
-#define SKILL_TOOL 74 /* Allows the use of a skill */
-#define LIGHTER 75
-
-/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
- * types are not used in any archetypes, and should perhaps be removed.
- */
-#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
-
-#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
-#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
-#define MISC_OBJECT 79 /* misc. objects are for objects without a function
- in the engine. Like statues, clocks, chairs,...
- If perhaps we create a function where we can sit
- on chairs, we create a new type and remove all
- chairs from here. */
-#define MONSTER 80
- /* yes, thats a real, living creature */
-#define SPAWN_GENERATOR 81
- /* a spawn point or monster generator object */
-#define LAMP 82 /* a lamp */
-#define DUPLICATOR 83 /* duplicator/multiplier object */
-#define TOOL 84 /* a tool for building objects */
-#define SPELLBOOK 85
-#define BUILDFAC 86 /* facilities for building objects */
-#define CLOAK 87
-
-/*#define CONE 88 */
-
- /*#define AURA 89 *//* aura spell object */
-
-#define SPINNER 90
-#define GATE 91
-#define BUTTON 92
-#define CF_HANDLE 93
-#define HOLE 94
-#define TRAPDOOR 95
-
-/*#define WORD_OF_RECALL 96 */
-
-/*#define PARAIMAGE 97 */
-#define SIGN 98
-#define BOOTS 99
-#define GLOVES 100
-#define SPELL 101
-#define SPELL_EFFECT 102
-#define CONVERTER 103
-#define BRACERS 104
-#define POISONING 105
-#define SAVEBED 106
-#define POISONCLOUD 107
-#define FIREHOLES 108
-#define WAND 109
-
-/*#define ABILITY 110*/
-#define SCROLL 111
-#define DIRECTOR 112
-#define GIRDLE 113
-#define FORCE 114
-#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
-#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
-#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
-#define CONTAINER 122
-#define ARMOUR_IMPROVER 123
-#define WEAPON_IMPROVER 124
+/* type 0 objects have the default behaviour */
+#define PLAYER 1
+#define TRANSPORT 2 /* see pod/objects.pod */
+#define ROD 3
+#define TREASURE 4
+#define POTION 5
+#define FOOD 6
+#define POISON 7
+#define BOOK 8
+#define CLOCK 9
+
+#define ARROW 13
+#define BOW 14
+#define WEAPON 15
+#define ARMOUR 16
+#define PEDESTAL 17
+#define ALTAR 18
+
+#define LOCKED_DOOR 20
+#define SPECIAL_KEY 21
+#define MAP 22
+#define DOOR 23
+#define KEY 24
+
+#define TIMED_GATE 26
+#define TRIGGER 27
+#define GRIMREAPER 28
+#define MAGIC_EAR 29
+#define TRIGGER_BUTTON 30
+#define TRIGGER_ALTAR 31
+#define TRIGGER_PEDESTAL 32
+#define SHIELD 33
+#define HELMET 34
+#define HORN 35
+#define MONEY 36
+#define CLASS 37 /* object for applying character class modifications to someone */
+#define GRAVESTONE 38
+#define AMULET 39
+#define PLAYERMOVER 40
+#define TELEPORTER 41
+#define CREATOR 42
+#define SKILL 43 /* also see SKILL_TOOL (74) below */
+
+#define EARTHWALL 45
+#define GOLEM 46
+
+#define THROWN_OBJ 48
+#define BLINDNESS 49
+#define GOD 50
+#define DETECTOR 51 /* peterm: detector is an object
+ * which notices the presense of
+ * another object and is triggered
+ * like buttons.
+ */
+#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
+ * force into a player with a specified string WHEN TRIGGERED.
+ */
+#define DEAD_OBJECT 53
+#define DRINK 54
+#define MARKER 55 /* inserts an invisible, weightless
+ * force into a player with a specified string.
+ */
+#define HOLY_ALTAR 56
+#define PLAYER_CHANGER 57
+#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
+
+#define PEACEMAKER 59 /* Object owned by a player which can convert
+ * a monster into a peaceful being incapable of attack.
+ */
+#define GEM 60
+
+#define FIREWALL 62
+#define ANVIL 63
+#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
+#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
+ * values of last_sp set how to change:
+ * 0 = furious, all monsters become aggressive
+ * 1 = angry, all but friendly become aggressive
+ * 2 = calm, all aggressive monsters calm down
+ * 3 = sleep, all monsters fall asleep
+ * 4 = charm, monsters become pets */
+#define EXIT 66
+#define ENCOUNTER 67
+#define SHOP_FLOOR 68
+#define SHOP_MAT 69
+#define RING 70
+#define FLOOR 71 /* this is a floor tile -> native layer 0 */
+#define FLESH 72 /* animal 'body parts' -b.t. */
+#define INORGANIC 73 /* metals and minerals */
+#define SKILL_TOOL 74 /* Allows the use of a skill */
+#define LIGHTER 75
+
+#define BUILDABLE_WALL 77 /* this is a buildable wall */
+
+
+#define MISC_OBJECT 79 /* misc. objects are for objects without a function
+ in the engine. Like statues, clocks, chairs,...
+ If perhaps we create a function where we can sit
+ on chairs, we create a new type and remove all
+ chairs from here. */
+
+#define LAMP 82 /* a lamp */
+#define DUPLICATOR 83 /* duplicator/multiplier object */
+
+#define SPELLBOOK 85
+
+#define CLOAK 87
+
+#define SPINNER 90
+#define GATE 91
+#define BUTTON 92
+#define CF_HANDLE 93
+#define HOLE 94
+#define TRAPDOOR 95
+
+#define SIGN 98
+#define BOOTS 99
+#define GLOVES 100
+#define SPELL 101
+#define SPELL_EFFECT 102
+#define CONVERTER 103
+#define BRACERS 104
+#define POISONING 105
+#define SAVEBED 106
+
+#define WAND 109
+
+#define SCROLL 111
+#define DIRECTOR 112
+#define GIRDLE 113
+#define FORCE 114
+#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
+#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
+
+#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
+#define CONTAINER 122
+#define ARMOUR_IMPROVER 123
+#define WEAPON_IMPROVER 124
+
+#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
+#define DEEP_SWAMP 138
+#define IDENTIFY_ALTAR 139
+
+#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
+
+#define RUNE 154
+#define TRAP 155
+
+#define POWER_CRYSTAL 156
+#define CORPSE 157
+
+#define DISEASE 158
+#define SYMPTOM 159
+#define BUILDER 160 /* Generic item builder, see subtypes */
+#define MATERIAL 161 /* Material for building */
+
+#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
+
+#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
+ potions, alchemy, or magic works here (elmex) */
+
+#define NUM_TYPES 166 // must be max(type) + 1
+
+/* DEAD TYPES: */
+//#define FBULLET 10
+//#define FBALL 11
+//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
+//#define CONFUSION 19
+//#define MMISSILE 25
+/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
+ * experience for broad skill categories. This value
+ * is now automatically converteed at load time.
+ */
+//#define BOMB 47
+//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
+
+/* random crossfire developer: The trap_part, wall, light_source,
+ * misc_object, monster, and spawn_generator
+ * types are not used in any archetypes,
+ * and should perhaps be removed.
+ *
+ * Wed Dec 20 13:35:24 CET 2006:
+ * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
+ * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
+ * renamed WALL to BUILDABLE_WALL.
+ */
+
+//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
+//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
+//#define MONSTER 80 /* yes, thats a real, living creature */
+//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
+//#define TOOL 84 /* a tool for building objects */
+//#define BUILDFAC 86 /* facilities for building objects */
+//#define CONE 88
+//#define AURA 89 /* aura spell object */
+//#define WORD_OF_RECALL 96
+//#define PARAIMAGE 97
+//#define POISONCLOUD 107
+//#define FIREHOLES 108
+//#define ABILITY 110
/* unused: 125 - 129
* type 125 was MONEY_CHANGER
*/
-#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
-#define DEEP_SWAMP 138
-#define IDENTIFY_ALTAR 139
-
- /*#define CANCELLATION 141*//* not used with new spell code */
-#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
-
- /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
-
-/*#define SWARM_SPELL 153*/
-#define RUNE 154
-#define TRAP 155
-
-#define POWER_CRYSTAL 156
-#define CORPSE 157
-
-#define DISEASE 158
-#define SYMPTOM 159
-#define BUILDER 160 /* Generic item builder, see subtypes */
-#define MATERIAL 161/* Material for building */
-
-/* #define GPS 162 Ground positionning system, moved to Python plugin */
-#define ITEM_TRANSFORMER 163/* Transforming one item with another */
-#define QUEST 164/* See below for subtypes */
-#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
- potions, alchemy, or magic works here (elmex) */
+//#define CANCELLATION 141 /* not used with new spell code */
+//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
+//#define SWARM_SPELL 153
+//#define GPS 162 /* Ground positionning system, moved to Python plugin */
+//#define QUEST 164 /* See below for subtypes */
/* END TYPE DEFINE */
@@ -403,9 +422,9 @@
*/
/* Basic routines to do above */
-#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
-#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
-#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
+#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
+#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
+#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
/* the flags */
@@ -413,7 +432,7 @@
#define FLAG_WIZ 1 /* Object has special privilegies */
#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
#define FLAG_FREED 3 /* Object is in the list of free objects */
-#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
+//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
#define FLAG_APPLIED 5 /* Object is ready for use by living */
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
#define FLAG_USE_SHIELD 7
@@ -421,14 +440,14 @@
#define FLAG_NO_PICK 8 /* Object can't be picked up */
- /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
+/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
- /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
- /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
+/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
+/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
- /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
@@ -436,18 +455,17 @@
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18
/* Will be applied when created */
- // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
+#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
- /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
-
- /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
+/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
+/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
+/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
- /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
#define FLAG_IS_USED_UP 28
/* When (--food<0) the object will exit */
#define FLAG_IDENTIFIED 29
@@ -456,7 +474,6 @@
/* Object reflects from walls (lightning) */
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
-/* Start of values in flags[1] */
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
#define FLAG_HITBACK 33 /* Object will hit back when hit */
#define FLAG_STARTEQUIP 34
@@ -477,10 +494,9 @@
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
but can still attack at a distance */
- /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
- thru this object as if it wasn't there */
-
- /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
+/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
+ thru this object as if it wasn't there */
+/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
#define FLAG_PICK_UP 48 /* Can pick up */
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
@@ -499,12 +515,11 @@
/* (Monster) can wield weapons */
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
-#define FLAG_READY_BOW 60 /* not implemented yet */
+#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
#define FLAG_XRAYS 61 /* X-ray vision */
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
-/* Start of values in flags[2] */
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
#define FLAG_SLEEP 66 /* NPC is sleeping */
@@ -527,7 +542,7 @@
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
-/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
+#define FLAG_PRECIOUS 83 // object is precious (pets)
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85
/* (Item) gives invisibility when applied */
@@ -543,9 +558,8 @@
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
- /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
+/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
-/* Start of values in flags[3] */
#define FLAG_NO_STEAL 96 /* Item can't be stolen */
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
@@ -562,62 +576,46 @@
#define FLAG_NO_ATTACK 101 /* monster don't attack */
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
- * load_original_map() */
+ * load_original_map() */
#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
- * the overlay, and is not subject to
- * decay. */
+ * the overlay, and is not subject to
+ * decay. */
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
#define FLAG_IS_WATER 107
#define FLAG_CONTENT_ON_GEN 108
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
#define FLAG_IS_BUILDABLE 110 /* Can build on item */
-#define FLAG_AFK 111 /* Player is AFK */
-#define NUM_FLAGS 111 /* Should always be equal to the last
- * defined flag. If you change this,
- * make sure you update the flag_links
- * in common/loader.l
- */
+#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
+#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
+
+#define NUM_FLAGS 113 /* Should always be equal to the last
+ * defined flag + 1. If you change this,
+ * make sure you update the flag_links
+ * in common/loader.l
+ */
/* Values can go up to 127 before the size of the flags array in the
* object structure needs to be enlarged.
* So there are 18 available flags slots
*/
-
#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
-#if 0
-
-/* These should no longer be needed - access move_slow_penalty
- * directly.
- */
-# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
-# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
-#endif
-
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
-#define MOVE_WALK 0x1 /* Object walks */
-#define MOVE_FLY_LOW 0x2 /* Low flying object */
-#define MOVE_FLY_HIGH 0x4 /* High flying object */
-#define MOVE_FLYING 0x6
+#define MOVE_WALK 0x01 /* Object walks */
+#define MOVE_FLY_LOW 0x02 /* Low flying object */
+#define MOVE_FLY_HIGH 0x04 /* High flying object */
+#define MOVE_FLYING 0x06
/* Combo of fly_low and fly_high */
-#define MOVE_SWIM 0x8 /* Swimming object */
+#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
-#define MOVE_ALL 0x1f /* Mask of all movement types */
+#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
-/* the normal assumption is that objects are walking/flying.
- * So often we don't want to block movement, but still don't want
- * to allow all types (swimming is rather specialized) - I also
- * expect as more movement types show up, this is likely to get
- * updated. Basically, this is the default for spaces that allow
- * movement - anything but swimming right now. If you really
- * want nothing at all, then can always set move_block to 0
- */
-#define MOVE_BLOCK_DEFAULT MOVE_SWIM
+#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
@@ -639,7 +637,7 @@
*
*/
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
- ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
+ ((type) && (ob1->move_type & type) == ob1->move_type)
#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
@@ -676,8 +674,7 @@
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
-#define MAX_LIGHT_RADII 4
- /* max radii for 'light' object, really
+#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
* large values allow objects that can
* slow down the game */
#define MAX_DARKNESS 5 /* maximum map darkness, there is no
@@ -713,41 +710,23 @@
#define FIRE_POSITIONAL 1
/******************************************************************************/
-
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
-
/******************************************************************************/
-
/* if your monsters start acting wierd, mail me */
-
/******************************************************************************/
-
/* the following definitions are for the attack_movement variable in monsters */
-
/* if the attack_variable movement is left out of the monster archetype, or is*/
-
/* set to zero */
-
/* the standard mode of movement from previous versions of crossfire will be */
-
/* used. the upper four bits of movement data are not in effect when the monst*/
-
/* er has an enemy. these should only be used for non agressive monsters. */
-
/* to program a monsters movement add the attack movement numbers to the movem*/
-
/* ment numbers example a monster that moves in a circle until attacked and */
-
/* then attacks from a distance: */
-
/* CIRCLE1 = 32 */
-
/* + DISTATT = 1 */
-
/* ------------------- */
-
/* attack_movement = 33 */
-
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
@@ -791,27 +770,8 @@
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
-/*
- * Use of the state-variable in player objects:
- */
-
-#define ST_PLAYING 0
-#define ST_PLAY_AGAIN 1
-#define ST_ROLL_STAT 2
-#define ST_CHANGE_CLASS 3
-#define ST_CONFIRM_QUIT 4
-#define ST_CONFIGURE 5
-#define ST_GET_NAME 6
-#define ST_GET_PASSWORD 7
-#define ST_CONFIRM_PASSWORD 8
-#define ST_GET_PARTY_PASSWORD 10
-
-#define BLANK_FACE_NAME "blank.111"
-#define EMPTY_FACE_NAME "empty.111"
-#define DARK_FACE1_NAME "dark1.111"
-#define DARK_FACE2_NAME "dark2.111"
-#define DARK_FACE3_NAME "dark3.111"
-#define SMOOTH_FACE_NAME "default_smoothed.111"
+#define BLANK_FACE_NAME "blank.x11"
+#define EMPTY_FACE_NAME "empty.x11"
/*
* Defines for the luck/random functions to make things more readable
@@ -820,109 +780,21 @@
#define PREFER_HIGH 1
#define PREFER_LOW 0
-/* Simple function we use below to keep adding to the same string
- * but also make sure we don't overwrite that string.
- */
-static inline void
-safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
-{
- if (*curlen == (maxlen - 1))
- return;
-
- strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
- dest[maxlen - 1] = 0;
- *curlen += strlen (orig);
-
- if (*curlen > (maxlen - 1))
- *curlen = maxlen - 1;
-}
-
-
-/* The SAFE versions of these call the safe_strcat function above.
- * Ideally, all functions should use the SAFE functions, but they
- * require some extra support in the calling function to remain as
- * efficient.
- */
-#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
- if(variable) { \
- int i,j=0; \
- safe_strcat(retbuf,"(" name ": ", len, maxlen); \
- for(i=0; i