--- deliantra/server/include/define.h 2006/02/22 18:53:48 1.3
+++ deliantra/server/include/define.h 2007/08/01 01:53:13 1.67
@@ -1,31 +1,26 @@
/*
- * static char *rcsid_define_h =
- * "$Id$";
+ * 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
*/
-/*
- 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-devel@real-time.com
-*/
-
/* This file is best viewed with a window width of about 100 character */
/* This file is really too large. With all the .h files
@@ -38,75 +33,72 @@
#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
-
-#ifndef WIN32 /* ---win32 exclude unix configuration part */
#include
-#endif
#define FONTDIR ""
#define FONTNAME ""
/* Decstations have trouble with fabs()... */
-#define FABS(x) ((x)<0?-(x):(x))
+#define FABS(x) fabs (x)
#ifdef __NetBSD__
-#include
+# 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
-#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
+# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
#endif
/* MIN3 is basically like MIN, but instead does 3 values. */
#ifndef MIN3
-#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
+# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
#endif
-#define MAX_STAT 30 /* The maximum legal value of any stat */
-#define MIN_STAT 1 /* The minimum legal value of any stat */
+#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 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 SOCKET_BUFLEN 4096 /* Max length a packet could be */
+#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 */
+#define FONTSIZE 3000 /* Max chars in font */
#define MAX_ANIMATIONS 256
#define MAX_NAME 48
-#define BIG_NAME 32
#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 */
+
/* Only add new values to this list if somewhere in the program code,
* it is actually needed. Just because you add a new monster does not
* mean it has to have a type defined here. That only needs to happen
@@ -117,219 +109,252 @@
* 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 */
-
-#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.
+/* USED TYPES: (for dead types please look at the bottom of the type
+ * definitions)
*/
-#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 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 */
+#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
+
/* Subtypes for BUILDER */
-#define ST_BD_BUILD 1 /* Builds an item */
-#define ST_BD_REMOVE 2 /* Removes an item */
+#define ST_BD_BUILD 1 /* Builds an item */
+#define ST_BD_REMOVE 2 /* Removes an item */
/* Subtypes for MATERIAL */
-#define ST_MAT_FLOOR 1 /* Floor */
-#define ST_MAT_WALL 2 /* Wall */
-#define ST_MAT_ITEM 3 /* All other items, including doors & such */
-
-/* Subtypes for QUEST */
-#define QUEST_IN_PROGRESS 1
-#define QUEST_DONE_QUEST 2
-#define QUEST_DONE_TASK 3
-#define QUEST_START_QUEST 4
-#define QUEST_END_QUEST 5
-#define QUEST_START_TASK 6
-#define QUEST_END_TASK 7
-#define QUEST_OVERRIDE 8
-#define QUEST_ON_ACTIVATE 9
+#define ST_MAT_FLOOR 1 /* Floor */
+#define ST_MAT_WALL 2 /* Wall */
+#define ST_MAT_ITEM 3 /* All other items, including doors & such */
/* definitions for weapontypes */
-#define WEAP_HIT 0 /* the basic */
-#define WEAP_SLASH 1 /* slash */
-#define WEAP_PIERCE 2 /* arrows, stiletto */
-#define WEAP_CLEAVE 3 /* axe */
-#define WEAP_SLICE 4 /* katana */
-#define WEAP_STAB 5 /* knife, dagger */
-#define WEAP_WHIP 6 /* whips n chains */
-#define WEAP_CRUSH 7 /* big hammers, flails */
-#define WEAP_BLUD 8 /* bludgeoning, club, stick */
-
-typedef struct typedata {
- int number;
- const char *name;
- const char *name_pl;
- int identifyskill;
- int identifyskill2;
+#define WEAP_HIT 0 /* the basic */
+#define WEAP_SLASH 1 /* slash */
+#define WEAP_PIERCE 2 /* arrows, stiletto */
+#define WEAP_CLEAVE 3 /* axe */
+#define WEAP_SLICE 4 /* katana */
+#define WEAP_STAB 5 /* knife, dagger */
+#define WEAP_WHIP 6 /* whips n chains */
+#define WEAP_CRUSH 7 /* big hammers, flails */
+#define WEAP_BLUD 8 /* bludgeoning, club, stick */
+
+typedef struct typedata
+{
+ int number;
+ const char *name;
+ const char *name_pl;
+ int identifyskill;
+ int identifyskill2;
} typedata;
extern const int ItemTypesSize;
@@ -376,6 +401,7 @@
#define PU_NOT_CURSED 0x01000000
#define PU_JEWELS 0x02000000
+#define PU_FLESH 0x04000000
/* Instead of using arbitrary constants for indexing the
@@ -388,266 +414,215 @@
#define SIZEOFFREE2 24
#define SIZEOFFREE 49
-#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
+#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
-/* Flag structure now changed.
- * Each flag is now a bit offset, starting at zero. The macros
- * will update/read the appropriate flag element in the object
- * structure.
- *
- * Hopefully, since these offsets are integer constants set at run time,
- * the compiler will reduce the macros something as simple as the
- * old system was.
- *
- * Flags now have FLAG as the prefix. This to be clearer, and also
- * to make sure F_ names are not still being used anyplace.
- *
- * The macros below assume that the flag size for each element is 32
- * bits. IF it is smaller, bad things will happen. See structs.h
- * for more info.
- *
- * All functions should use the macros below. In process of converting
- * to the new system, I find several files that did not use the previous
- * macros.
- *
- * If any FLAG's are or changed, make sure the flag_names structure in
+/*
+ * If any FLAG's are added or changed, make sure the flag_names structure in
* common/loader.l is updated.
- *
- * flags[0] is 0 to 31
- * flags[1] is 32 to 63
- * flags[2] is 64 to 95
- * flags[3] is 96 to 127
*/
-/* Basic routines to do above */
-#define SET_FLAG(xyz, p) \
- ((xyz)->flags[p/32] |= (1U << (p % 32)))
-#define CLEAR_FLAG(xyz, p) \
- ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
-#define QUERY_FLAG(xyz, p) \
- ((xyz)->flags[p/32] & (1U << (p % 32)))
-#define COMPARE_FLAGS(p,q) \
- ( \
- ((p)->flags[0] == (q)->flags[0]) && \
- ((p)->flags[1] == (q)->flags[1]) && \
- ((p)->flags[2] == (q)->flags[2]) && \
- ((p)->flags[3] == (q)->flags[3]) \
- )
-/* convenience macros to determine what kind of things we are dealing with */
-
-#define IS_WEAPON(op) \
- (op->type == ARROW || op->type == BOW || op->type == WEAPON)
-
-#define IS_ARMOR(op) \
- (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
- op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
- op->type == BRACERS || op->type == GIRDLE)
-
-#define IS_LIVE(op) \
- ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
- (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
- !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
-
-#define IS_ARROW(op) \
- (op->type==ARROW || \
- (op->type==SPELL_EFFECT && \
- (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
-/* This return TRUE if object has still randomitems which
- * could be expanded.
- */
-#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
+/* Basic routines to do above */
+#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 */
-#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
-#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_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 /* Can this creature use a shield? */
+#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
+#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_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
+ /* Can this creature use a shield? */
+
+#define FLAG_NO_PICK 8 /* Object can't be picked up */
-#define FLAG_NO_PICK 8 /* Object can't be picked up */
/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
-#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
+
+#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_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
-#define FLAG_MONSTER 14 /* Will attack players */
-#define FLAG_FRIENDLY 15 /* Will help players */
-#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
-#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
-#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
-#define FLAG_TREASURE 19 /* Will generate treasure when applied */
-#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_MONSTER 14 /* Will attack players */
+#define FLAG_FRIENDLY 15 /* Will help players */
+
+#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
+#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
+#define FLAG_AUTO_APPLY 18
+ /* Will be applied when created */
+#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_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 /* Player knows full info about item */
-#define FLAG_REFLECTING 30 /* 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 /* Object was given to player at start */
-#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
-#define FLAG_UNDEAD 36 /* Monster is undead */
-#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/
-#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
-#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
-
-#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
-#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
-#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
-#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
-#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
-#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_PICK_UP 48 /* Can pick up */
-#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
-#define FLAG_NO_DROP 50 /* Object can't be dropped */
-#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
-#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
-#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
-#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
-#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
-
-#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
-#define FLAG_USE_WEAPON 57 /* (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_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 */
-#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
-#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
-#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
-#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
-#define FLAG_STEALTH 71 /* Will wake monsters with less range */
-
-#define FLAG_WIZPASS 72 /* The wizard can go through walls */
-#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
-#define FLAG_CURSED 74 /* The object is cursed */
-#define FLAG_DAMNED 75 /* The object is _very_ cursed */
-#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
-#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
-#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
-#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
-
-#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
-#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_USE_HORN 84 /* (Monster) can apply and use horns */
-#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
-#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
-#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
-
-#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
-#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
-#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
-#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
-#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
-#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_IS_USED_UP 28
+ /* When (--food<0) the object will exit */
+#define FLAG_IDENTIFIED 29
+ /* Player knows full info about item */
+#define FLAG_REFLECTING 30
+ /* Object reflects from walls (lightning) */
+#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
+
+#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
+ /* Object was given to player at start */
+#define FLAG_BLOCKSVIEW 35
+ /* Object blocks view */
+#define FLAG_UNDEAD 36 /* Monster is undead */
+#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
+#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
+#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
+
+#define FLAG_REFL_SPELL 40
+ /* Spells (some) will reflect from object */
+#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
+#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
+#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
+#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
+#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_PICK_UP 48 /* Can pick up */
+#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
+#define FLAG_NO_DROP 50 /* Object can't be dropped */
+#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
+#define FLAG_CAST_SPELL 52
+ /* (Monster) can learn and cast spells */
+#define FLAG_USE_SCROLL 53
+ /* (Monster) can read scroll */
+#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
+#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
+
+#define FLAG_USE_ARMOUR 56
+ /* (Monster) can wear armour/shield/helmet */
+#define FLAG_USE_WEAPON 57
+ /* (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 /* (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 */
+
+#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 */
+#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
+#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
+#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
+#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
+#define FLAG_STEALTH 71 /* Will wake monsters with less range */
+
+#define FLAG_WIZPASS 72 /* The wizard can go through walls */
+#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
+#define FLAG_CURSED 74 /* The object is cursed */
+#define FLAG_DAMNED 75 /* The object is _very_ cursed */
+#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
+#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
+#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
+#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
+
+#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
+#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_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 */
+#define FLAG_INV_LOCKED 86
+ /* Item will not be dropped from inventory */
+#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
+
+#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
+#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
+#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
+#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
+#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
+#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 */
-/* 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)
- */
-#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
- * detect cases were the server is trying
- * to send an upditem when we have not
- * actually sent the item.
- */
-
-#define FLAG_BERSERK 99 /* monster will attack closest living
- object */
-#define FLAG_NEUTRAL 100 /* monster is from type neutral */
-#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() */
-#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
- * 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_NO_STEAL 96 /* Item can't be stolen */
+#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
+ * away (replaces ghosthit)
+ */
+#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
+ * detect cases were the server is trying
+ * to send an upditem when we have not
+ * actually sent the item.
+ */
+
+#define FLAG_BERSERK 99 /* monster will attack closest living
+ object */
+#define FLAG_NEUTRAL 100 /* monster is from type neutral */
+#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() */
+#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
+ * 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_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
+#define FLAG_IS_BUILDABLE 110 /* Can build on item */
+#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 /* Combo of fly_low and fly_high */
-#define MOVE_SWIM 0x8 /* Swimming object */
-#define MOVE_BOAT 0x10 /* Boats/sailing */
-#define MOVE_ALL 0x1f /* Mask of all movement types */
-
-/* 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_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 0x08 /* Swimming object */
+#define MOVE_BOAT 0x10 /* Boats/sailing */
+#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
+
+#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.
* uint8 is defined yet, so just use what that would define it
* at anyways.
*/
-typedef unsigned char MoveType;
+typedef unsigned char MoveType;
/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
* Basically, ob2 has to block all of ob1 movement types.
@@ -662,18 +637,18 @@
*
*/
#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)
#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
-#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
+#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
/* Note: These values are only a default value, resizing can change them */
-#define INV_SIZE 12 /* How many items can be viewed in inventory */
-#define LOOK_SIZE 6 /* ditto, but for the look-window */
-#define MAX_INV_SIZE 40 /* For initializing arrays */
-#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
+#define INV_SIZE 12 /* How many items can be viewed in inventory */
+#define LOOK_SIZE 6 /* ditto, but for the look-window */
+#define MAX_INV_SIZE 40 /* For initializing arrays */
+#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
#define EDITABLE(xyz) ((xyz)->arch->editable)
@@ -699,22 +674,22 @@
#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
- * large values allow objects that can
- * slow down the game */
-#define MAX_DARKNESS 5 /* maximum map darkness, there is no
- * practical reason to exceed this */
+#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
+ * practical reason to exceed this */
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
- MAX_LIGHT_RADII:(xyz)->glow_radius;
+ MAX_LIGHT_RADII:(xyz)->glow_radius;
#define F_BUY 0
#define F_SELL 1
-#define F_TRUE 2 /* True value of item, unadjusted */
-#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
-#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
-#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
-#define F_APPROX 32 /* flag to give a guess of item value */
-#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
+#define F_TRUE 2 /* True value of item, unadjusted */
+#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
+#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
+#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
+#define F_APPROX 32 /* flag to give a guess of item value */
+#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
#define DIRX(xyz) freearr_x[(xyz)->direction]
#define DIRY(xyz) freearr_y[(xyz)->direction]
@@ -753,17 +728,17 @@
/* ------------------- */
/* attack_movement = 33 */
/******************************************************************************/
-#define DISTATT 1 /* move toward a player if far, but mantain some space, */
+#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
-#define RUNATT 2 /* run but attack if player catches up to object */
-#define HITRUN 3 /* run to then hit player then run away cyclicly */
-#define WAITATT 4 /* wait for player to approach then hit, move if hit */
-#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
-#define ALLRUN 6 /* always run never attack good for sim. of weak player */
-#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
-#define WAIT2 8 /* monster does not try to move towards player if far */
+#define RUNATT 2 /* run but attack if player catches up to object */
+#define HITRUN 3 /* run to then hit player then run away cyclicly */
+#define WAITATT 4 /* wait for player to approach then hit, move if hit */
+#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
+#define ALLRUN 6 /* always run never attack good for sim. of weak player */
+#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
+#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
-#define PETMOVE 16 /* if the upper four bits of attack_movement */
+#define PETMOVE 16 /* if the upper four bits of attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
@@ -771,51 +746,32 @@
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
-#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
+#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
- /* set, this is good for non-aggressive monsters and NPC */
-#define CIRCLE2 48 /* same as above but a larger circle is used */
-#define PACEH 64 /* The Monster will pace back and forth until attacked */
+ /* set, this is good for non-aggressive monsters and NPC */
+#define CIRCLE2 48 /* same as above but a larger circle is used */
+#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
-#define PACEH2 80 /* the monster will pace as above but the length of the */
+#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
-#define RANDO 96 /* the monster will go in a random direction until */
+#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
-#define RANDO2 112 /* constantly move in a different random direction */
-#define PACEV 128 /* The Monster will pace back and forth until attacked */
+#define RANDO2 112 /* constantly move in a different random direction */
+#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
-#define PACEV2 144 /* the monster will pace as above but the length of the */
+#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
-#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
+#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
@@ -824,104 +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