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Comparing deliantra/server/include/define.h (file contents):
Revision 1.11 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.41 by root, Wed Jan 17 12:36:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
43 * The following should still hopefully result in an error. 44 * The following should still hopefully result in an error.
44 */ 45 */
45error - Your ANSI C compiler should be defining __STDC__; 46error - Your ANSI C compiler should be defining __STDC__;
46#endif 47#endif
47 48
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 49#include <autoconf.h>
50#endif
51 50
52#define FONTDIR "" 51#define FONTDIR ""
53#define FONTNAME "" 52#define FONTNAME ""
54 53
55/* Decstations have trouble with fabs()... */ 54/* Decstations have trouble with fabs()... */
57 56
58#ifdef __NetBSD__ 57#ifdef __NetBSD__
59# include <sys/param.h> 58# include <sys/param.h>
60#endif 59#endif
61#ifndef MIN 60#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
63#endif 62#endif
64#ifndef MAX 63#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
66#endif 65#endif
67 66
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69#ifndef NAME_MAX 68#ifndef NAME_MAX
70# define NAME_MAX 255 69# define NAME_MAX 255
92#define FONTSIZE 3000 /* Max chars in font */ 91#define FONTSIZE 3000 /* Max chars in font */
93 92
94#define MAX_ANIMATIONS 256 93#define MAX_ANIMATIONS 256
95 94
96#define MAX_NAME 48 95#define MAX_NAME 48
97#define BIG_NAME 32
98#define MAX_EXT_TITLE 98 96#define MAX_EXT_TITLE 98
99 97
100/* Fatal variables: */ 98/* Fatal variables: */
101#define OUT_OF_MEMORY 0 99#define OUT_OF_MEMORY 0
102#define MAP_ERROR 1 100#define MAP_ERROR 1
113 * flags 111 * flags
114 * Also, if you add new entries, try and fill up the holes in this list. 112 * Also, if you add new entries, try and fill up the holes in this list.
115 * Additionally, when you add a new entry, include it in the table in item.c 113 * Additionally, when you add a new entry, include it in the table in item.c
116 */ 114 */
117 115
118/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
119 119
120#define PLAYER 1 120/* type 0 objects have the default behaviour */
121#define TRANSPORT 2 /* see doc/Developers/objects */ 121
122#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
123#define TREASURE 4 125#define TREASURE 4
124#define POTION 5 126#define POTION 5
125#define FOOD 6 127#define FOOD 6
126#define POISON 7 128#define POISON 7
127#define BOOK 8 129#define BOOK 8
128#define CLOCK 9 130#define CLOCK 9
129 131
130/*#define FBULLET 10 */ 132#define ARROW 13
131 133#define BOW 14
132/*#define FBALL 11 */
133#define LIGHTNING 12
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 134#define WEAPON 15
137#define ARMOUR 16 135#define ARMOUR 16
138#define PEDESTAL 17 136#define PEDESTAL 17
139#define ALTAR 18 137#define ALTAR 18
140 138
141/*#define CONFUSION 19 */
142#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
143#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
144#define MAP 22 141#define MAP 22
145#define DOOR 23 142#define DOOR 23
146#define KEY 24 143#define KEY 24
147 144
148/*#define MMISSILE 25 */
149#define TIMED_GATE 26 145#define TIMED_GATE 26
150#define TRIGGER 27 146#define TRIGGER 27
151#define GRIMREAPER 28 147#define GRIMREAPER 28
152#define MAGIC_EAR 29 148#define MAGIC_EAR 29
153#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
154#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
155#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
156#define SHIELD 33 152#define SHIELD 33
157#define HELMET 34 153#define HELMET 34
158#define HORN 35 154#define HORN 35
159#define MONEY 36 155#define MONEY 36
160#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
161#define GRAVESTONE 38 157#define GRAVESTONE 38
162#define AMULET 39 158#define AMULET 39
163#define PLAYERMOVER 40 159#define PLAYERMOVER 40
164#define TELEPORTER 41 160#define TELEPORTER 41
165#define CREATOR 42 161#define CREATOR 42
166#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
167#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */
170#define EARTHWALL 45 164#define EARTHWALL 45
171#define GOLEM 46 165#define GOLEM 46
172 166
173/*#define BOMB 47 */
174#define THROWN_OBJ 48 167#define THROWN_OBJ 48
175#define BLINDNESS 49 168#define BLINDNESS 49
176#define GOD 50 169#define GOD 50
177
178#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
179 /* which notices the presense of */ 171 * which notices the presense of
180 /* another object and is triggered */ 172 * another object and is triggered
181 /* like buttons. */ 173 * like buttons.
174 */
182#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
183 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
184#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
185#define DRINK 54 179#define DRINK 54
186#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
187 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
188#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
189#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
190#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 186
192#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
193 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
194#define GEM 60 189 */
190#define GEM 60
195 191
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197#define FIREWALL 62 192#define FIREWALL 62
198#define ANVIL 63 193#define ANVIL 63
199#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
200#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 * values of last_sp set how to change: 196 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
207#define EXIT 66 202#define EXIT 66
208#define ENCOUNTER 67 203#define ENCOUNTER 67
209#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
210#define SHOP_MAT 69 205#define SHOP_MAT 69
211#define RING 70 206#define RING 70
212#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
213#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
214#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
215#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
216#define LIGHTER 75 211#define LIGHTER 75
217 212
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
219 * types are not used in any archetypes, and should perhaps be removed.
220 */
221#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 214
223#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
224#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
229 chairs from here. */ 220 chairs from here. */
230#define MONSTER 80 221
231 /* yes, thats a real, living creature */ 222#define LAMP 82 /* a lamp */
232#define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
234#define LAMP 82 /* a lamp */
235#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
236#define TOOL 84 /* a tool for building objects */ 224
237#define SPELLBOOK 85 225#define SPELLBOOK 85
238#define BUILDFAC 86 /* facilities for building objects */
239#define CLOAK 87
240 226
241/*#define CONE 88 */ 227#define CLOAK 87
242 228
243 /*#define AURA 89 *//* aura spell object */
244
245#define SPINNER 90 229#define SPINNER 90
246#define GATE 91 230#define GATE 91
247#define BUTTON 92 231#define BUTTON 92
248#define CF_HANDLE 93 232#define CF_HANDLE 93
249#define HOLE 94 233#define HOLE 94
250#define TRAPDOOR 95 234#define TRAPDOOR 95
251 235
252/*#define WORD_OF_RECALL 96 */ 236#define SIGN 98
253 237#define BOOTS 99
254/*#define PARAIMAGE 97 */
255#define SIGN 98
256#define BOOTS 99
257#define GLOVES 100 238#define GLOVES 100
258#define SPELL 101 239#define SPELL 101
259#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
260#define CONVERTER 103 241#define CONVERTER 103
261#define BRACERS 104 242#define BRACERS 104
262#define POISONING 105 243#define POISONING 105
263#define SAVEBED 106 244#define SAVEBED 106
264#define POISONCLOUD 107
265#define FIREHOLES 108
266#define WAND 109
267 245
268/*#define ABILITY 110*/ 246#define WAND 109
247
269#define SCROLL 111 248#define SCROLL 111
270#define DIRECTOR 112 249#define DIRECTOR 112
271#define GIRDLE 113 250#define GIRDLE 113
272#define FORCE 114 251#define FORCE 114
273#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
274#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
275#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276#define CONTAINER 122 256#define CONTAINER 122
277#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
278#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
279 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
280/* unused: 125 - 129 319/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
282 */ 321 */
283#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 322//#define CANCELLATION 141 /* not used with new spell code */
284#define DEEP_SWAMP 138 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
285#define IDENTIFY_ALTAR 139 324//#define SWARM_SPELL 153
286
287 /*#define CANCELLATION 141*//* not used with new spell code */
288#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
292/*#define SWARM_SPELL 153*/
293#define RUNE 154
294#define TRAP 155
295
296#define POWER_CRYSTAL 156
297#define CORPSE 157
298
299#define DISEASE 158
300#define SYMPTOM 159
301#define BUILDER 160 /* Generic item builder, see subtypes */
302#define MATERIAL 161/* Material for building */
303
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
305#define ITEM_TRANSFORMER 163/* Transforming one item with another */
306#define QUEST 164/* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
307#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309 327
310/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
311 329
312#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313 331
383#define PU_READABLES 0x00400000 401#define PU_READABLES 0x00400000
384#define PU_MAGIC_DEVICE 0x00800000 402#define PU_MAGIC_DEVICE 0x00800000
385 403
386#define PU_NOT_CURSED 0x01000000 404#define PU_NOT_CURSED 0x01000000
387#define PU_JEWELS 0x02000000 405#define PU_JEWELS 0x02000000
406#define PU_FLESH 0x04000000
388 407
389 408
390/* Instead of using arbitrary constants for indexing the 409/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 410 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 411 * within 1 space. <= SIZEOFFREE2 wll get you withing
397#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
398#define SIZEOFFREE 49 417#define SIZEOFFREE 49
399 418
400#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 420
402/* Flag structure now changed. 421/*
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
423 * common/loader.l is updated. 423 * common/loader.l is updated.
424 *
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */ 424 */
430 425
431/* Basic routines to do above */ 426/* Basic routines to do above */
432#define SET_FLAG(xyz, p) \ 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434#define CLEAR_FLAG(xyz, p) \ 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436#define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438#define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446/* convenience macros to determine what kind of things we are dealing with */
447
448#define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451#define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456#define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461#define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466/* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 430
471/* the flags */ 431/* the flags */
472 432
473#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
480#define FLAG_USE_SHIELD 7 440#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 441 /* Can this creature use a shield? */
482 442
483#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 444
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
488#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 449
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 451/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452
493#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
494#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
495 455
496#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 459 /* Will be applied when created */
500#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
501#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 466
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470
512#define FLAG_IS_USED_UP 28 471#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 472 /* When (--food<0) the object will exit */
514#define FLAG_IDENTIFIED 29 473#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 474 /* Player knows full info about item */
516#define FLAG_REFLECTING 30 475#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 476 /* Object reflects from walls (lightning) */
518#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 478
520/* Start of values in flags[1] */
521#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
523#define FLAG_STARTEQUIP 34 481#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 482 /* Object was given to player at start */
525#define FLAG_BLOCKSVIEW 35 483#define FLAG_BLOCKSVIEW 35
536#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 497 but can still attack at a distance */
540 498
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
543 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545 502
546#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
547#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
549#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
563#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
564#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
565#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 524
568/* Start of values in flags[2] */
569#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
572#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
602#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 558#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 562
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 564
609/* Start of values in flags[3] */
610#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit) 567 * away (replaces ghosthit)
613 */ 568 */
614#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
621 object */ 576 object */
622#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 577#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623#define FLAG_NO_ATTACK 101 /* monster don't attack */ 578#define FLAG_NO_ATTACK 101 /* monster don't attack */
624#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */ 581 * load_original_map() */
627#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to 583 * the overlay, and is not subject to
629 * decay. */ 584 * decay. */
630#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 586#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632#define FLAG_IS_WATER 107 587#define FLAG_IS_WATER 107
633#define FLAG_CONTENT_ON_GEN 108 588#define FLAG_CONTENT_ON_GEN 108
634#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 590#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636#define FLAG_AFK 111 /* Player is AFK */ 591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map
593
637#define NUM_FLAGS 111 /* Should always be equal to the last 594#define NUM_FLAGS 113 /* Should always be equal to the last
638 * defined flag. If you change this, 595 * defined flag + 1. If you change this,
639 * make sure you update the flag_links 596 * make sure you update the flag_links
640 * in common/loader.l 597 * in common/loader.l
641 */ 598 */
642 599
643/* Values can go up to 127 before the size of the flags array in the 600/* Values can go up to 127 before the size of the flags array in the
644 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 602 * So there are 18 available flags slots
646 */ 603 */
647 604
648
649#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650
651#if 0
652
653/* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658#endif
659 606
660/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
663 */ 610 */
698 * Add check - if type is 0, don't stop anything from moving 645 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 646 * onto it.
700 * 647 *
701 */ 648 */
702#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 649#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 650 ((type) && (ob1->move_type & type) == ob1->move_type)
704 651
705 652
706#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
735#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
736#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 685
739/* for use by the lighting code */ 686/* for use by the lighting code */
740#define MAX_LIGHT_RADII 4 687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
741 /* max radii for 'light' object, really
742 * large values allow objects that can 688 * large values allow objects that can
743 * slow down the game */ 689 * slow down the game */
744#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 691 * practical reason to exceed this */
746#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
772#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 718#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773#define FIRE_DIRECTIONAL 0 719#define FIRE_DIRECTIONAL 0
774#define FIRE_POSITIONAL 1 720#define FIRE_POSITIONAL 1
775 721
776/******************************************************************************/ 722/******************************************************************************/
777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780/******************************************************************************/ 724/******************************************************************************/
781
782/* if your monsters start acting wierd, mail me */ 725/* if your monsters start acting wierd, mail me */
783
784/******************************************************************************/ 726/******************************************************************************/
785
786/* the following definitions are for the attack_movement variable in monsters */ 727/* the following definitions are for the attack_movement variable in monsters */
787
788/* if the attack_variable movement is left out of the monster archetype, or is*/ 728/* if the attack_variable movement is left out of the monster archetype, or is*/
789
790/* set to zero */ 729/* set to zero */
791
792/* the standard mode of movement from previous versions of crossfire will be */ 730/* the standard mode of movement from previous versions of crossfire will be */
793
794/* used. the upper four bits of movement data are not in effect when the monst*/ 731/* used. the upper four bits of movement data are not in effect when the monst*/
795
796/* er has an enemy. these should only be used for non agressive monsters. */ 732/* er has an enemy. these should only be used for non agressive monsters. */
797
798/* to program a monsters movement add the attack movement numbers to the movem*/ 733/* to program a monsters movement add the attack movement numbers to the movem*/
799
800/* ment numbers example a monster that moves in a circle until attacked and */ 734/* ment numbers example a monster that moves in a circle until attacked and */
801
802/* then attacks from a distance: */ 735/* then attacks from a distance: */
803
804/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
805
806/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
807
808/* ------------------- */ 738/* ------------------- */
809
810/* attack_movement = 33 */ 739/* attack_movement = 33 */
811
812/******************************************************************************/ 740/******************************************************************************/
813#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 741#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
815#define RUNATT 2 /* run but attack if player catches up to object */ 743#define RUNATT 2 /* run but attack if player catches up to object */
816#define HITRUN 3 /* run to then hit player then run away cyclicly */ 744#define HITRUN 3 /* run to then hit player then run away cyclicly */
850 /* changing directions */ 778 /* changing directions */
851 /* this is VERTICAL movement */ 779 /* this is VERTICAL movement */
852#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853#define HI4 240 781#define HI4 240
854 782
855/*
856 * Use of the state-variable in player objects:
857 */
858
859#define ST_PLAYING 0
860#define ST_PLAY_AGAIN 1
861#define ST_ROLL_STAT 2
862#define ST_CHANGE_CLASS 3
863#define ST_CONFIRM_QUIT 4
864#define ST_CONFIGURE 5
865#define ST_GET_NAME 6
866#define ST_GET_PASSWORD 7
867#define ST_CONFIRM_PASSWORD 8
868#define ST_GET_PARTY_PASSWORD 10
869
870#define BLANK_FACE_NAME "blank.111" 783#define BLANK_FACE_NAME "blank.x11"
871#define EMPTY_FACE_NAME "empty.111" 784#define EMPTY_FACE_NAME "empty.x11"
872#define DARK_FACE1_NAME "dark1.111" 785#define DARK_FACE1_NAME "dark1.x11"
873#define DARK_FACE2_NAME "dark2.111" 786#define DARK_FACE2_NAME "dark2.x11"
874#define DARK_FACE3_NAME "dark3.111" 787#define DARK_FACE3_NAME "dark3.x11"
875#define SMOOTH_FACE_NAME "default_smoothed.111" 788#define SMOOTH_FACE_NAME "default_smoothed.111"
876 789
877/* 790/*
878 * Defines for the luck/random functions to make things more readable 791 * Defines for the luck/random functions to make things more readable
879 */ 792 */
1018#define CAN_APPLY_UNAPPLY 0x10 931#define CAN_APPLY_UNAPPLY 0x10
1019#define CAN_APPLY_UNAPPLY_MULT 0x20 932#define CAN_APPLY_UNAPPLY_MULT 0x20
1020#define CAN_APPLY_UNAPPLY_CHOICE 0x40 933#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 934
1022/* Cut off point of when an object is put on the active list or not */ 935/* Cut off point of when an object is put on the active list or not */
1023#define MIN_ACTIVE_SPEED 0.00001 936#define MIN_ACTIVE_SPEED 1e-5
1024 937
1025/* 938/*
1026 * random() is much better than rand(). If you have random(), use it instead. 939 * random() is much better than rand(). If you have random(), use it instead.
1027 * You shouldn't need to change any of this 940 * You shouldn't need to change any of this
1028 * 941 *
1032 * 945 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here. 947 * here.
1035 */ 948 */
1036 949
1037#ifdef HAVE_SRANDOM
1038# define RANDOM() random() 950#define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz) 951#define SRANDOM(xyz) srandom(xyz)
1040#else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine"
1050# endif
1051# endif
1052#endif
1053 952
1054/* Returns the weight of the given object. Note: it does not take the number of 953/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 954 * items (nrof) into account.
1056 */ 955 */
1057#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1071#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 971#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 974
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088
1089/* 975/*
1090 * Warning! 976 * Warning!
1091 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1092 * to keep the client up to date too! 978 * to keep the client up to date too!
1093 */ 979 */
1094
1095 980
1096/* message types */ 981/* message types */
1097#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1098#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1099#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3

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