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Comparing deliantra/server/include/define.h (file contents):
Revision 1.25 by elmex, Wed Dec 20 13:07:13 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@schmorp.de 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
55 56
56#ifdef __NetBSD__ 57#ifdef __NetBSD__
57# include <sys/param.h> 58# include <sys/param.h>
58#endif 59#endif
59#ifndef MIN 60#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
61#endif 62#endif
62#ifndef MAX 63#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
64#endif 65#endif
65 66
66/*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*/
67#ifndef NAME_MAX 68#ifndef NAME_MAX
68# define NAME_MAX 255 69# define NAME_MAX 255
110 * flags 111 * flags
111 * 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.
112 * 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
113 */ 114 */
114 115
115/* 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
120/* type 0 objects have the default behaviour */
116 121
117#define PLAYER 1 122#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 123#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 124#define ROD 3
120#define TREASURE 4 125#define TREASURE 4
122#define FOOD 6 127#define FOOD 6
123#define POISON 7 128#define POISON 7
124#define BOOK 8 129#define BOOK 8
125#define CLOCK 9 130#define CLOCK 9
126 131
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 132#define ARROW 13
132#define BOW 14 133#define BOW 14
133#define WEAPON 15 134#define WEAPON 15
134#define ARMOUR 16 135#define ARMOUR 16
135#define PEDESTAL 17 136#define PEDESTAL 17
136#define ALTAR 18 137#define ALTAR 18
137 138
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
142#define MAP 22 141#define MAP 22
143#define DOOR 23 142#define DOOR 23
144#define KEY 24 143#define KEY 24
145
146/*#define MMISSILE 25 */
147 144
148#define TIMED_GATE 26 145#define TIMED_GATE 26
149#define TRIGGER 27 146#define TRIGGER 27
150#define GRIMREAPER 28 147#define GRIMREAPER 28
151#define MAGIC_EAR 29 148#define MAGIC_EAR 29
162#define PLAYERMOVER 40 159#define PLAYERMOVER 40
163#define TELEPORTER 41 160#define TELEPORTER 41
164#define CREATOR 42 161#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 163
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 164#define EARTHWALL 45
173#define GOLEM 46 165#define GOLEM 46
174 166
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 167#define THROWN_OBJ 48
177#define BLINDNESS 49 168#define BLINDNESS 49
178#define GOD 50 169#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 170#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 171 * which notices the presense of
195 186
196#define PEACEMAKER 59 /* Object owned by a player which can convert 187#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 188 * a monster into a peaceful being incapable of attack.
198 */ 189 */
199#define GEM 60 190#define GEM 60
200
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202 191
203#define FIREWALL 62 192#define FIREWALL 62
204#define ANVIL 63 193#define ANVIL 63
205#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 */
206#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
219#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 211#define LIGHTER 75
223 212
213#define BUILDABLE_WALL 77 /* this is a buildable wall */
214
215
216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
217 in the engine. Like statues, clocks, chairs,...
218 If perhaps we create a function where we can sit
219 on chairs, we create a new type and remove all
220 chairs from here. */
221
222#define LAMP 82 /* a lamp */
223#define DUPLICATOR 83 /* duplicator/multiplier object */
224
225#define SPELLBOOK 85
226
227#define CLOAK 87
228
229#define SPINNER 90
230#define GATE 91
231#define BUTTON 92
232#define CF_HANDLE 93
233#define HOLE 94
234#define TRAPDOOR 95
235
236#define SIGN 98
237#define BOOTS 99
238#define GLOVES 100
239#define SPELL 101
240#define SPELL_EFFECT 102
241#define CONVERTER 103
242#define BRACERS 104
243#define POISONING 105
244#define SAVEBED 106
245
246#define WAND 109
247
248#define SCROLL 111
249#define DIRECTOR 112
250#define GIRDLE 113
251#define FORCE 114
252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
256#define CONTAINER 122
257#define ARMOUR_IMPROVER 123
258#define WEAPON_IMPROVER 124
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
224/* random crossfire developer: The trap_part, wall, light_source, 295/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator 296 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes, 297 * types are not used in any archetypes,
227 * and should perhaps be removed. 298 * and should perhaps be removed.
228 * 299 *
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL. 303 * renamed WALL to BUILDABLE_WALL.
233 */ 304 */
234 305
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237#define BUILDABLE_WALL 77 /* this is a buildable wall */
238
239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241#define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all
245 chairs from here. */
246//#define MONSTER 80 /* yes, thats a real, living creature */ 308//#define MONSTER 80 /* yes, thats a real, living creature */
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
248
249#define LAMP 82 /* a lamp */
250#define DUPLICATOR 83 /* duplicator/multiplier object */
251#define TOOL 84 /* a tool for building objects */ 310//#define TOOL 84 /* a tool for building objects */
252#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 311//#define BUILDFAC 86 /* facilities for building objects */
254#define CLOAK 87
255
256/*#define CONE 88 */ 312//#define CONE 88
257/*#define AURA 89 */ /* aura spell object */ 313//#define AURA 89 /* aura spell object */
258
259#define SPINNER 90
260#define GATE 91
261#define BUTTON 92
262#define CF_HANDLE 93
263#define HOLE 94
264#define TRAPDOOR 95
265
266/*#define WORD_OF_RECALL 96 */ 314//#define WORD_OF_RECALL 96
267/*#define PARAIMAGE 97 */ 315//#define PARAIMAGE 97
268
269#define SIGN 98
270#define BOOTS 99
271#define GLOVES 100
272#define SPELL 101
273#define SPELL_EFFECT 102
274#define CONVERTER 103
275#define BRACERS 104
276#define POISONING 105
277#define SAVEBED 106
278#define POISONCLOUD 107 316//#define POISONCLOUD 107
279#define FIREHOLES 108 317//#define FIREHOLES 108
280#define WAND 109
281
282/*#define ABILITY 110*/ 318//#define ABILITY 110
283#define SCROLL 111
284#define DIRECTOR 112
285#define GIRDLE 113
286#define FORCE 114
287#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
288#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
289
290#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
291#define CONTAINER 122
292#define ARMOUR_IMPROVER 123
293#define WEAPON_IMPROVER 124
294
295/* unused: 125 - 129 319/* unused: 125 - 129
296 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
297 */ 321 */
298
299#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
300#define DEEP_SWAMP 138
301#define IDENTIFY_ALTAR 139
302
303/*#define CANCELLATION 141 */ /* not used with new spell code */ 322//#define CANCELLATION 141 /* not used with new spell code */
304
305#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
306
307/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
308/*#define SWARM_SPELL 153*/ 324//#define SWARM_SPELL 153
309
310#define RUNE 154
311#define TRAP 155
312
313#define POWER_CRYSTAL 156
314#define CORPSE 157
315
316#define DISEASE 158
317#define SYMPTOM 159
318#define BUILDER 160 /* Generic item builder, see subtypes */
319#define MATERIAL 161 /* Material for building */
320
321/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
322#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
323
324/*#define QUEST 164 */ /* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
325
326#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
327 potions, alchemy, or magic works here (elmex) */
328 327
329/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
330 329
331#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
332 331
423 * If any FLAG's are added 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
424 * common/loader.l is updated. 423 * common/loader.l is updated.
425 */ 424 */
426 425
427/* Basic routines to do above */ 426/* Basic routines to do above */
428#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
429#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
430#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
431 430
432/* the flags */ 431/* the flags */
433 432
434#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
435#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
441#define FLAG_USE_SHIELD 7 440#define FLAG_USE_SHIELD 7
442 /* Can this creature use a shield? */ 441 /* Can this creature use a shield? */
443 442
444#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
445 444
446 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
447
448 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450 449
451 /*#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 */
452
453 /*#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
454#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
455#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
456 455
457#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
458#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
463#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
464#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
465#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
466#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
467 466
468 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
469
470 /*#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 */
471
472 /*#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
473#define FLAG_IS_USED_UP 28 471#define FLAG_IS_USED_UP 28
474 /* When (--food<0) the object will exit */ 472 /* When (--food<0) the object will exit */
475#define FLAG_IDENTIFIED 29 473#define FLAG_IDENTIFIED 29
476 /* Player knows full info about item */ 474 /* Player knows full info about item */
477#define FLAG_REFLECTING 30 475#define FLAG_REFLECTING 30
478 /* Object reflects from walls (lightning) */ 476 /* Object reflects from walls (lightning) */
479#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 */
480 478
481/* Start of values in flags[1] */
482#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
483#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
484#define FLAG_STARTEQUIP 34 481#define FLAG_STARTEQUIP 34
485 /* Object was given to player at start */ 482 /* Object was given to player at start */
486#define FLAG_BLOCKSVIEW 35 483#define FLAG_BLOCKSVIEW 35
497#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
498#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 */
499#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
500 but can still attack at a distance */ 497 but can still attack at a distance */
501 498
502 /*#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 \
503 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
504 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
505 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
506 502
507#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
508#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
509#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
510#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 */
524#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
525#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
526#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 */
527#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 */
528 524
529/* Start of values in flags[2] */
530#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531#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 */
532#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
533#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
534#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
563#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 */
564#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
565#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 */
566#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
567 562
568 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
569 564
570/* Start of values in flags[3] */
571#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
572#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
573 * away (replaces ghosthit) 567 * away (replaces ghosthit)
574 */ 568 */
575#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
582 object */ 576 object */
583#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 577#define FLAG_NEUTRAL 100 /* monster is from type neutral */
584#define FLAG_NO_ATTACK 101 /* monster don't attack */ 578#define FLAG_NO_ATTACK 101 /* monster don't attack */
585#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
586#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
587 * load_original_map() */ 581 * load_original_map() */
588#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
589 * the overlay, and is not subject to 583 * the overlay, and is not subject to
590 * decay. */ 584 * decay. */
591#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' */
592#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' */
593#define FLAG_IS_WATER 107 587#define FLAG_IS_WATER 107
594#define FLAG_CONTENT_ON_GEN 108 588#define FLAG_CONTENT_ON_GEN 108
595#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 */
596#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 590#define FLAG_IS_BUILDABLE 110 /* Can build on item */
597#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
598#define NUM_FLAGS 111 /* Should always be equal to the last 594#define NUM_FLAGS 113 /* Should always be equal to the last
599 * defined flag. If you change this, 595 * defined flag + 1. If you change this,
600 * make sure you update the flag_links 596 * make sure you update the flag_links
601 * in common/loader.l 597 * in common/loader.l
602 */ 598 */
603 599
604/* 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
605 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
606 * So there are 18 available flags slots 602 * So there are 18 available flags slots
607 */ 603 */
608 604
609
610#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
611
612#if 0
613
614/* These should no longer be needed - access move_slow_penalty
615 * directly.
616 */
617# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
618# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
619#endif
620 606
621/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
622 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
623 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
624 */ 610 */
659 * 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
660 * onto it. 646 * onto it.
661 * 647 *
662 */ 648 */
663#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 649#define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 650 ((type) && (ob1->move_type & type) == ob1->move_type)
665 651
666 652
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
696#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
697#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699 685
700/* for use by the lighting code */ 686/* for use by the lighting code */
701#define MAX_LIGHT_RADII 4 687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
702 /* max radii for 'light' object, really
703 * large values allow objects that can 688 * large values allow objects that can
704 * slow down the game */ 689 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 691 * practical reason to exceed this */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
733#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)
734#define FIRE_DIRECTIONAL 0 719#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 720#define FIRE_POSITIONAL 1
736 721
737/******************************************************************************/ 722/******************************************************************************/
738
739/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740
741/******************************************************************************/ 724/******************************************************************************/
742
743/* if your monsters start acting wierd, mail me */ 725/* if your monsters start acting wierd, mail me */
744
745/******************************************************************************/ 726/******************************************************************************/
746
747/* the following definitions are for the attack_movement variable in monsters */ 727/* the following definitions are for the attack_movement variable in monsters */
748
749/* 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*/
750
751/* set to zero */ 729/* set to zero */
752
753/* 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 */
754
755/* 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*/
756
757/* 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. */
758
759/* 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*/
760
761/* 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 */
762
763/* then attacks from a distance: */ 735/* then attacks from a distance: */
764
765/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
766
767/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
768
769/* ------------------- */ 738/* ------------------- */
770
771/* attack_movement = 33 */ 739/* attack_movement = 33 */
772
773/******************************************************************************/ 740/******************************************************************************/
774#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, */
775 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
776#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 */
777#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 */
811 /* changing directions */ 778 /* changing directions */
812 /* this is VERTICAL movement */ 779 /* this is VERTICAL movement */
813#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 */
814#define HI4 240 781#define HI4 240
815 782
816/*
817 * Use of the state-variable in player objects:
818 */
819
820#define ST_PLAYING 0
821#define ST_PLAY_AGAIN 1
822#define ST_ROLL_STAT 2
823#define ST_CHANGE_CLASS 3
824#define ST_CONFIRM_QUIT 4
825#define ST_CONFIGURE 5
826#define ST_GET_NAME 6
827#define ST_GET_PASSWORD 7
828#define ST_CONFIRM_PASSWORD 8
829#define ST_GET_PARTY_PASSWORD 10
830
831#define BLANK_FACE_NAME "blank.111" 783#define BLANK_FACE_NAME "blank.x11"
832#define EMPTY_FACE_NAME "empty.111" 784#define EMPTY_FACE_NAME "empty.x11"
833#define DARK_FACE1_NAME "dark1.111" 785#define DARK_FACE1_NAME "dark1.x11"
834#define DARK_FACE2_NAME "dark2.111" 786#define DARK_FACE2_NAME "dark2.x11"
835#define DARK_FACE3_NAME "dark3.111" 787#define DARK_FACE3_NAME "dark3.x11"
836#define SMOOTH_FACE_NAME "default_smoothed.111" 788#define SMOOTH_FACE_NAME "default_smoothed.111"
837 789
838/* 790/*
839 * Defines for the luck/random functions to make things more readable 791 * Defines for the luck/random functions to make things more readable
840 */ 792 */
979#define CAN_APPLY_UNAPPLY 0x10 931#define CAN_APPLY_UNAPPLY 0x10
980#define CAN_APPLY_UNAPPLY_MULT 0x20 932#define CAN_APPLY_UNAPPLY_MULT 0x20
981#define CAN_APPLY_UNAPPLY_CHOICE 0x40 933#define CAN_APPLY_UNAPPLY_CHOICE 0x40
982 934
983/* 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 */
984#define MIN_ACTIVE_SPEED 0.00001 936#define MIN_ACTIVE_SPEED 1e-5
985 937
986/* 938/*
987 * 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.
988 * You shouldn't need to change any of this 940 * You shouldn't need to change any of this
989 * 941 *
1018#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1019#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__;}
1020#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__);}
1021#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1022 974
1023 /* You may uncomment following define to check sanity of code.
1024 * But use as debug only (loses all speed gained by those macros)
1025 */
1026
1027/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1028 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1029
1030
1031
1032
1033
1034
1035
1036/* 975/*
1037 * Warning! 976 * Warning!
1038 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1039 * to keep the client up to date too! 978 * to keep the client up to date too!
1040 */ 979 */
1041
1042 980
1043/* message types */ 981/* message types */
1044#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1045#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1046#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3

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