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Comparing deliantra/server/include/define.h (file contents):
Revision 1.76 by root, Sun Oct 7 15:52:05 2007 UTC vs.
Revision 1.145 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
25 27
26/* This file is really too large. With all the .h files 28/* This file is really too large. With all the .h files
36#include <autoconf.h> 38#include <autoconf.h>
37 39
38#define FONTDIR "" 40#define FONTDIR ""
39#define FONTNAME "" 41#define FONTNAME ""
40 42
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 43#ifdef __NetBSD__
45# include <sys/param.h> 44# include <sys/param.h>
46#endif 45#endif
47#ifndef MIN 46
48# define MIN(x,y) min (x, y) 47#define MAXNUMLEVELS 256 // maximum number of levels possible
49#endif 48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 49
54// maximum length of an object name in the protocol 50// maximum length of an object name in the protocol
55#define NAME_LEN 127 51#define NAME_LEN 127
56 52
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3
64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65#endif
66
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
68#define MIN_STAT 1 /* The minimum legal value of any stat */ 54#define MIN_STAT 1 /* The minimum legal value of any stat */
55
56#define MAX_FOOD 999
69 57
70//TODO: not only use more reasonable values, also enforce them 58//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120 59#define MIN_WC -120
72#define MAX_WC 120 60#define MAX_WC 120
73#define MIN_AC -120 61#define MIN_AC -120
75#define MIN_DAM 0 63#define MIN_DAM 0
76#define MAX_DAM 200 64#define MAX_DAM 200
77#define MIN_DIGESTION -35 65#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70 66#define MAX_DIGESTION 70
79 67
80#define MAX_BUF 1024 68#define MAX_BUF 1024 /* Used for all kinds of things */
81 /* Used for all kinds of things */
82#define VERY_BIG_BUF 2048
83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86#define FONTSIZE 3000 /* Max chars in font */
87
88#define MAX_ANIMATIONS 256
89 69
90#define MAX_NAME 48 70#define MAX_NAME 48
91#define MAX_EXT_TITLE 98
92 71
93//TODO: remove all calls to fatal and replace them by cleanup 72#define ATTUNE_REPELL 16 // levels diff for attune/repell
94#define OUT_OF_MEMORY 0
95#define MAP_ERROR 1
96#define ARCHTABLE_TOO_SMALL 2 // unused
97#define TOO_MANY_ERRORS 3
98 73
99/* TYPE DEFINES */ 74/* TYPE DEFINES */
100 75
101/* Only add new values to this list if somewhere in the program code, 76/* Only add new values to this list if somewhere in the program code,
102 * it is actually needed. Just because you add a new monster does not 77 * it is actually needed. Just because you add a new monster does not
121#define POTION 5 96#define POTION 5
122#define FOOD 6 97#define FOOD 6
123#define POISON 7 98#define POISON 7
124#define BOOK 8 99#define BOOK 8
125#define CLOCK 9 100#define CLOCK 9
126//10 101#define VEIN 10 // deliantra: mineral/ore/whatever vein
127//11 102#define RANGED 11 // deliantra: other range item (skill based)
128//12 103#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
129#define ARROW 13 104#define ARROW 13
130#define BOW 14 105#define BOW 14
131#define WEAPON 15 106#define WEAPON 15
132#define ARMOUR 16 107#define ARMOUR 16
133#define PEDESTAL 17 108#define PEDESTAL 17
134#define ALTAR 18 109#define ALTAR 18
135//19 110#define T_MATCH 19
136#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
137#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
138#define MAP 22 113#define MAP 22
139#define DOOR 23 114#define DOOR 23
140#define KEY 24 115#define KEY 24
141//25 116#define PHYSICS 25 // deliantra: "things that move"
142#define TIMED_GATE 26 117#define TIMED_GATE 26
143#define TRIGGER 27 118#define TRIGGER 27
144#define GRIMREAPER 28 119#define GRIMREAPER 28
145#define MAGIC_EAR 29 120#define MAGIC_EAR 29
146#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
155#define AMULET 39 130#define AMULET 39
156#define PLAYERMOVER 40 131#define PLAYERMOVER 40
157#define TELEPORTER 41 132#define TELEPORTER 41
158#define CREATOR 42 133#define CREATOR 42
159#define SKILL 43 /* also see SKILL_TOOL (74) below */ 134#define SKILL 43 /* also see SKILL_TOOL (74) below */
160//44 135#define IDENTIFY_ALTAR 44
161#define EARTHWALL 45 136#define EARTHWALL 45
162#define GOLEM 46 137#define GOLEM 46
163//47 138#define DEEP_SWAMP 47
164#define THROWN_OBJ 48 139#define THROWN_OBJ 48
165#define BLINDNESS 49 140#define BLINDNESS 49
166#define GOD 50 141#define GOD 50
167#define DETECTOR 51 /* peterm: detector is an object 142#define DETECTOR 51 /* peterm: detector is an object
168 * which notices the presense of 143 * which notices the presense of
183 158
184#define PEACEMAKER 59 /* Object owned by a player which can convert 159#define PEACEMAKER 59 /* Object owned by a player which can convert
185 * a monster into a peaceful being incapable of attack. 160 * a monster into a peaceful being incapable of attack.
186 */ 161 */
187#define GEM 60 162#define GEM 60
188//61 163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
189#define FIREWALL 62 164#define FIREWALL 62
190#define ANVIL 63 165#define ANVIL 63
191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192#define MOOD_FLOOR 65 /* 167#define MOOD_FLOOR 65 /*
193 * values of last_sp set how to change: 168 * values of last_sp set how to change:
194 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
195 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
196 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
197 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
202#define EXIT 66 177#define EXIT 66
203#define ENCOUNTER 67 178#define ENCOUNTER 67
204#define SHOP_FLOOR 68 179#define SHOP_FLOOR 68
205#define SHOP_MAT 69 180#define SHOP_MAT 69
206#define RING 70 181#define RING 70
207#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 182//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
208#define FLESH 72 /* animal 'body parts' -b.t. */ 183#define FLESH 72 /* animal 'body parts' -b.t. */
209#define INORGANIC 73 /* metals and minerals */ 184#define INORGANIC 73 /* metals and minerals */
210#define SKILL_TOOL 74 /* Allows the use of a skill */ 185#define SKILL_TOOL 74 /* Allows the use of a skill */
211#define LIGHTER 75 186#define LIGHTER 75
212//76 187//76
216 in the engine. Like statues, clocks, chairs,... 191 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 192 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 193 on chairs, we create a new type and remove all
219 chairs from here. */ 194 chairs from here. */
220//80 195//80
221//81 196#define TORCH 81 /* a torch */
222#define LAMP 82 /* a lamp */ 197#define LAMP 82 /* a lamp */
223#define DUPLICATOR 83 /* duplicator/multiplier object */ 198#define DUPLICATOR 83 /* duplicator/multiplier object */
224//84 199//84
225#define SPELLBOOK 85 200#define SPELLBOOK 85
226//86 201//86
227#define CLOAK 87 202#define CLOAK 87
228//88 203#define MAPSCRIPT 88 /* A perl-scripted connectable */
229//89 204#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
205 potions, alchemy, or magic works here (elmex) */
230#define SPINNER 90 206#define SPINNER 90
231#define GATE 91 207#define GATE 91
232#define BUTTON 92 208#define BUTTON 92
233#define CF_HANDLE 93 209#define T_HANDLE 93
234#define HOLE 94 210#define HOLE 94
235#define TRAPDOOR 95 211#define TRAPDOOR 95
236//96 212#define RUNE 96
237//97 213#define TRAP 97
238#define SIGN 98 214#define SIGN 98
239#define BOOTS 99 215#define BOOTS 99
240#define GLOVES 100 216#define GLOVES 100
241#define SPELL 101 217#define SPELL 101
242#define SPELL_EFFECT 102 218#define SPELL_EFFECT 102
243#define CONVERTER 103 219#define CONVERTER 103
244#define BRACERS 104 220#define BRACERS 104
245#define POISONING 105 221#define POISONING 105
246#define SAVEBED 106 222#define SAVEBED 106
247//107 223#define DISEASE 107
248//108 224#define SYMPTOM 108
249#define WAND 109 225#define WAND 109
250#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell 226#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
251#define SCROLL 111 227#define SCROLL 111
252#define DIRECTOR 112 228#define DIRECTOR 112
253#define GIRDLE 113 229#define GIRDLE 113
254#define FORCE 114 230#define FORCE 114
255#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 231#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
256#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 232#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
257//117 233#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
258//118 234#define POWER_CRYSTAL 118
259//119 235#define CORPSE 119
260//120 236//120
261#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 237#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
262#define CONTAINER 122 238#define CONTAINER 122
263#define ARMOUR_IMPROVER 123 239#define ARMOUR_IMPROVER 123
264#define WEAPON_IMPROVER 124 240#define WEAPON_IMPROVER 124
265//125
266//126
267//127
268//128
269//129
270#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
271//131
272//132
273//133
274//134
275//135
276//136
277//137
278#define DEEP_SWAMP 138
279#define IDENTIFY_ALTAR 139
280//140
281//141
282//142
283//143
284//144
285//145
286//146
287//147
288//148
289//149
290#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
291//151
292//152
293//153
294#define RUNE 154
295#define TRAP 155
296#define POWER_CRYSTAL 156
297#define CORPSE 157
298#define DISEASE 158
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */ 241#define BUILDER 125 /* Generic item builder, see subtypes */
301#define MATERIAL 161 /* Material for building */ 242#define MATERIAL 126 /* Material for building */
302//162
303#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
304//164
305#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
306 potions, alchemy, or magic works here (elmex) */
307 243
308#define NUM_TYPES 166 // must be max(type) + 1 244#define NUM_TYPES 127 // must be max(type) + 1
309 245
310/* END TYPE DEFINE */ 246/* END TYPE DEFINE */
247
248typedef std::bitset<NUM_TYPES> typeset;
249
250/* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255static const struct digest_types : typeset
256{
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275} digest_types;
311 276
312// maximum supported subtype number + 1, can be increased to 256 277// maximum supported subtype number + 1, can be increased to 256
313// currently (2007-09) in use: 50 278// currently (2007-09) in use: 50
314#define NUM_SUBTYPES 64 279#define NUM_SUBTYPES 64
315 280
316/* Subtypes for BUILDER */ 281/* Subtypes for BUILDER */
317#define ST_BD_BUILD 1 /* Builds an item */ 282#define ST_BD_BUILD 1 /* Builds an item */
318#define ST_BD_REMOVE 2 /* Removes an item */ 283#define ST_BD_REMOVE 2 /* Removes an item */
319 284
320/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
321#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
322#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
323#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
289#define ST_MAT_QUAD 4 /* Quad build material */
324 290
325/* definitions for weapontypes */ 291/* definitions for weapontypes */
326 292
327#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
328#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
354#define PU_NOTHING 0x00000000 320#define PU_NOTHING 0x00000000
355 321
356#define PU_DEBUG 0x10000000 322#define PU_DEBUG 0x10000000
357#define PU_INHIBIT 0x20000000 323#define PU_INHIBIT 0x20000000
358#define PU_STOP 0x40000000 324#define PU_STOP 0x40000000
359#define PU_NEWMODE 0x80000000 325#define PU_ENABLE 0x80000000 // used to distinguish value density
360 326
361#define PU_RATIO 0x0000000F 327#define PU_RATIO 0x0000000F
362 328
363#define PU_FOOD 0x00000010 329#define PU_FOOD 0x00000010
364#define PU_DRINK 0x00000020 330#define PU_DRINK 0x00000020
390#define PU_FLESH 0x04000000 356#define PU_FLESH 0x04000000
391 357
392 358
393/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
394 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
395 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
396 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
397 * three spaces 363 * three spaces
398 */ 364 */
365#define SIZEOFFREE0 0
399#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
400#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
368#define SIZEOFFREE3 48
401#define SIZEOFFREE 49 369#define SIZEOFFREE 49
402 370
403#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
404 372
405/* 373/*
406 * If any FLAG's are added or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
407 * common/loader.l is updated. 375 * common/loader.C is updated.
408 */ 376 */
409
410/* Basic routines to do above */
411#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
412#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
413#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
414 377
415/* the flags */ 378/* the flags */
416 379
417#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
418#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
419#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 382#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
420#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
421//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
422#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
423#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
424#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
425
426#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
427 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
428/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
429/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
430
431#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
432
433/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
434/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
435 394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
436#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
437#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
438#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
439#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
440#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
441#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 400#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
442#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
443#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
444#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
445#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
446#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
447
448/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
449/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
450/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
451
452#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
453#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
454#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
455#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
456#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
457#define FLAG_HITBACK 33 /* Object will hit back when hit */ 414#define FLAG_HITBACK 33 /* Object will hit back when hit */
458#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 415#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
459#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 416#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
460#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
461#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
462#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
463#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
464#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
465
466#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
467#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
468#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
469#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
470#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
471 but can still attack at a distance */ 427 but can still attack at a distance */
472
473/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
474 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
475/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
476
477#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
478#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
479#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
480#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
481
482#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
483#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
484#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
485#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
486#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
487#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
488#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
489#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
490#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
491
492#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
493#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
494#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
495
496#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
497#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
498#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
499#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
500#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
501#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
502#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
503#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
504
505#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
506#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
507#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
508#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
509#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
510#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
511#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
512#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
513
514#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
515#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
516#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
517
518#define FLAG_PRECIOUS 83 // object is precious (pets) 466#define FLAG_PRECIOUS 83 // object is precious (pets)
519#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
520#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
521#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
522
523#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
524#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
525#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
526#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
527#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
528#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
529#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
530#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
531
532/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
533
534#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
535#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
536 * away (replaces ghosthit) 481 * away (replaces ghosthit)
537 */ 482 */
538#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
539 * detect cases were the server is trying
540 * to send an upditem when we have not
541 * actually sent the item.
542 */ 484
543
544#define FLAG_BERSERK 99 /* monster will attack closest living 485#define FLAG_BERSERK 99 /* monster will attack closest living
545 object */ 486 object */
546#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 487#define FLAG_NEUTRAL 100 /* monster is from type neutral */
547#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ 488#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
548#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 489#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
549#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 490#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
550 * load_original_map() */ 491 * load_original_map() */
551//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
552// * the overlay, and is not subject to
553// * decay. */
554#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
555#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
556#define FLAG_IS_WATER 107 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
557#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
558#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
559#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
560#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
561#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
503 */
562 504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
563#define NUM_FLAGS 113 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
564 * defined flag + 1. If you change this, 509 * defined flag + 1.
565 * make sure you update the flag_links
566 * in common/loader.l
567 */ 510 */
568 511
569/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
570 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
571 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
572 */ 515 */
573#define MOVE_WALK 0x01 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
574#define MOVE_FLY_LOW 0x02 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
575#define MOVE_FLY_HIGH 0x04 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
576#define MOVE_FLYING 0x06
577 /* Combo of fly_low and fly_high */
578#define MOVE_SWIM 0x08 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
579#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
580#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
581 522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
582#define MOVE_ALL 0x3f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
583 525
584/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
585 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
586 */ 528 */
594 536
595/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
596 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
597 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
598 * onto it. 540 * onto it.
599 * 541 *
600 */ 542 */
601#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
602 ((type) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
603 545
604#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
605#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
606#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
607 547
608#define EXIT_PATH(xyz) (xyz)->slaying 548#define EXIT_PATH(xyz) (xyz)->slaying
609#define EXIT_LEVEL(xyz) (xyz)->stats.food 549#define EXIT_LEVEL(xyz) (xyz)->stats.food
610#define EXIT_X(xyz) (xyz)->stats.hp 550#define EXIT_X(xyz) (xyz)->stats.hp
611#define EXIT_Y(xyz) (xyz)->stats.sp 551#define EXIT_Y(xyz) (xyz)->stats.sp
612#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 552#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
613#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 553#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
614 554
615/* for use by the lighting code */ 555/* for use by the lighting code */
616#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 556#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
617 * large values allow objects that can 557 * large values allow objects that can
618 * slow down the game */ 558 * slow down the game */
619#define MAX_DARKNESS 5 /* maximum map darkness, there is no 559#define MAX_DARKNESS 5 /* maximum map darkness, there is no
620 * practical reason to exceed this */ 560 * practical reason to exceed this */
561#define LOS_MAX 4 /* max. los value for non-blocked spaces */
562#define LOS_BLOCKED 100 /* fully blocked spaces */
621#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 563#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
622 MAX_LIGHT_RADII:(xyz)->glow_radius; 564 MAX_LIGHT_RADII : (xyz)->glow_radius;
565// player position in blocked_los code
566#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568
623 569
624#define F_BUY 0 570#define F_BUY 0
625#define F_SELL 1 571#define F_SELL 1
626#define F_TRUE 2 /* True value of item, unadjusted */ 572#define F_TRUE 2 /* True value of item, unadjusted */
627#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 573#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
628#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
629#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
630#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
631#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
632 578
633#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
634#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
635 581
636#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
637#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
638#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
639 585
663/* CIRCLE1 = 32 */ 609/* CIRCLE1 = 32 */
664/* + DISTATT = 1 */ 610/* + DISTATT = 1 */
665/* ------------------- */ 611/* ------------------- */
666/* attack_movement = 33 */ 612/* attack_movement = 33 */
667/******************************************************************************/ 613/******************************************************************************/
668#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 614#define DISTATT 1 /* move toward a player if far, but mantain some space, */
669 /* attack from a distance - good for missile users only */ 615 /* attack from a distance - good for missile users only */
670#define RUNATT 2 /* run but attack if player catches up to object */ 616#define RUNATT 2 /* run but attack if player catches up to object */
671#define HITRUN 3 /* run to then hit player then run away cyclicly */ 617#define HITRUN 3 /* run to then hit player then run away cyclicly */
672#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 618#define WAITATT 4 /* wait for player to approach then hit, move if hit */
673#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 619#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
674#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 620#define ALLRUN 6 /* always run never attack good for sim. of weak player */
675#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 621#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
676#define WAIT2 8 /* monster does not try to move towards player if far */ 622#define WAIT2 8 /* monster does not try to move towards player if far */
677 /* maintains comfortable distance */ 623 /* maintains comfortable distance */
624
678#define PETMOVE 16 /* if the upper four bits of attack_movement */ 625#define PETMOVE 16 /* if the upper four bits of attack_movement */
679 /* are set to this number, the monster follows a player */ 626 /* are set to this number, the monster follows a player */
680 /* until the owner calls it back or off */ 627 /* until the owner calls it back or off */
681 /* player followed denoted by 0b->owner */ 628 /* player followed denoted by 0b->owner */
682 /* the monster will try to attack whatever the player is */ 629 /* the monster will try to attack whatever the player is */
683 /* attacking, and will continue to do so until the owner */ 630 /* attacking, and will continue to do so until the owner */
684 /* calls off the monster - a key command will be */ 631 /* calls off the monster - a key command will be */
685 /* inserted to do so */ 632 /* inserted to do so */
686#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 633#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
687 /* are set to this number, the monster will move in a */ 634 /* are set to this number, the monster will move in a */
688 /* circle until it is attacked, or the enemy field is */ 635 /* circle until it is attacked, or the enemy field is */
689 /* set, this is good for non-aggressive monsters and NPC */ 636 /* set, this is good for non-aggressive monsters and NPC */
690#define CIRCLE2 48 /* same as above but a larger circle is used */ 637#define CIRCLE2 48 /* same as above but a larger circle is used */
691#define PACEH 64 /* The Monster will pace back and forth until attacked */ 638#define PACEH 64 /* The Monster will pace back and forth until attacked */
692 /* this is HORIZONTAL movement */ 639 /* this is HORIZONTAL movement */
693#define PACEH2 80 /* the monster will pace as above but the length of the */ 640#define PACEH2 80 /* the monster will pace as above but the length of the */
694 /* pace area is longer and the monster stops before */ 641 /* pace area is longer and the monster stops before */
695 /* changing directions */ 642 /* changing directions */
696 /* this is HORIZONTAL movement */ 643 /* this is HORIZONTAL movement */
697#define RANDO 96 /* the monster will go in a random direction until */ 644#define RANDO 96 /* the monster will go in a random direction until */
698 /* it is stopped by an obstacle, then it chooses another */ 645 /* it is stopped by an obstacle, then it chooses another */
699 /* direction. */ 646 /* direction. */
700#define RANDO2 112 /* constantly move in a different random direction */ 647#define RANDO2 112 /* constantly move in a different random direction */
701#define PACEV 128 /* The Monster will pace back and forth until attacked */ 648#define PACEV 128 /* The Monster will pace back and forth until attacked */
702 /* this is VERTICAL movement */ 649 /* this is VERTICAL movement */
703#define PACEV2 144 /* the monster will pace as above but the length of the */ 650#define PACEV2 144 /* the monster will pace as above but the length of the */
704 /* pace area is longer and the monster stops before */ 651 /* pace area is longer and the monster stops before */
705 /* changing directions */ 652 /* changing directions */
706 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
707#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
708#define HI4 240 655#define HI4 240
709 656
710#define BLANK_FACE_NAME "blank.x11" 657#define BLANK_FACE_NAME "blank.x11"
711#define EMPTY_FACE_NAME "empty.x11" 658#define EMPTY_FACE_NAME "empty.x11"
659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
712 660
713/* 661/*
714 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
715 */ 663 */
716 664
719 667
720/* Flags for apply_special() */ 668/* Flags for apply_special() */
721enum apply_flag 669enum apply_flag
722{ 670{
723 /* Basic flags/mode, always use one of these */ 671 /* Basic flags/mode, always use one of these */
724 AP_TOGGLE = 0, 672 AP_TOGGLE = 0,
725 AP_APPLY = 1, 673 AP_APPLY = 0x01,
726 AP_UNAPPLY = 2, 674 AP_UNAPPLY = 0x02,
727 675 AP_MODE = 0x03,
728 AP_BASIC_FLAGS = 0x0f,
729 676
730 /* Optional flags, for bitwise or with a basic flag */ 677 /* Optional flags, for bitwise or with a basic flag */
731 AP_NO_MERGE = 0x10, 678 AP_NO_MERGE = 0x10,
732 AP_IGNORE_CURSE = 0x20, 679 AP_IGNORE_CURSE = 0x20,
733 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
734 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
735}; 682};
736 683
737/* Bitmask values for 'can_apply_object()' return values. 684/* Bitmask values for 'can_apply_object()' return values.
738 * the CAN_APPLY_ prefix is to just note what function the 685 * the CAN_APPLY_ prefix is to just note what function the
739 * are returned from. 686 * are returned from.
758 * this one can be applied. Think of rings - human is wearing two 705 * this one can be applied. Think of rings - human is wearing two
759 * rings and tries to apply one - there are two possible rings he 706 * rings and tries to apply one - there are two possible rings he
760 * could remove. 707 * could remove.
761 * 708 *
762 */ 709 */
763#define CAN_APPLY_NEVER 0x1 710#define CAN_APPLY_NEVER 0x01
764#define CAN_APPLY_RESTRICTION 0x2 711#define CAN_APPLY_RESTRICTION 0x02
765#define CAN_APPLY_NOT_MASK 0xf 712#define CAN_APPLY_NOT_MASK 0x0f
713
766#define CAN_APPLY_UNAPPLY 0x10 714#define CAN_APPLY_UNAPPLY 0x10
767#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
768#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
769 717
770// Cut off point of when an object is put on the active list or not 718// Cut off point of when an object is put on the active list or not
771// we use 2**-n because that can be represented exactly 719// we use 2**-n because that can be represented exactly
772// also make sure that this is a float, not double, constant 720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
773#define MIN_ACTIVE_SPEED (1.f / 65536.f) 723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
774 724
775#define RANDOM() (rndm.next () & 0xffffffU) 725/* have mercy on players and guarantee a somewhat higher speed */
776 726#define MIN_PLAYER_SPEED 0.04f
777/* Returns the weight of the given object. Note: it does not take the number of
778 * items (nrof) into account.
779 * (this looks rather bogus, schmorp)
780 */
781#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
782 727
783/* 728/*
784 * Warning! 729 * Warning!
785 * If you add message types here, don't forget 730 * If you add message types here, don't forget
786 * to keep the client up to date too! 731 * to keep the client up to date too!
873#define MSG_TYPE_ADMIN_RULES 1 818#define MSG_TYPE_ADMIN_RULES 1
874#define MSG_TYPE_ADMIN_NEWS 2 819#define MSG_TYPE_ADMIN_NEWS 2
875 820
876/** 821/**
877 * Maximum distance a player may hear a sound from. 822 * Maximum distance a player may hear a sound from.
878 * This is only used for new client/server sound. If the sound source 823 * This is only used for client/server sound and say. If the sound source
879 * on the map is farther away than this, we don't sent it to the client. 824 * on the map is farther away than this, we don't sent it to the client.
880 */ 825 */
881#define MAX_SOUND_DISTANCE 16 826#define MAX_SOUND_DISTANCE 16
882 827
883#define LOG_CHANNEL "log" // the plain and ugly standard server log 828#define LOG_CHANNEL "log" // the plain and ugly standard server log
884#define INFO_CHANNEL "info" // lower_left box 829#define INFO_CHANNEL "info" // lower_left box
885#define SAY_CHANNEL "channel-say" 830#define SAY_CHANNEL "say"
886#define CHAT_CHANNEL "channel-chat" 831#define CHAT_CHANNEL "chat"
887#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL 832#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
888 833
889/* The following are the color flags passed to new_draw_info. 834/* The following are the color flags passed to new_draw_info.
890 * 835 *
891 * We also set up some control flags 836 * We also set up some control flags
923#define NDI_CLIENT_MASK 0xff // what the client is allowed to see 868#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
924 869
925#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ 870#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
926#define NDI_ALL 0x2000 /* Inform all players of this message */ 871#define NDI_ALL 0x2000 /* Inform all players of this message */
927#define NDI_DEF 0x4000 // ignore colour for channel protocol 872#define NDI_DEF 0x4000 // ignore colour for channel protocol
873#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
928 874
929#endif /* DEFINE_H */ 875#endif /* DEFINE_H */
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