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Comparing deliantra/server/include/define.h (file contents):
Revision 1.21 by elmex, Wed Dec 20 03:57:01 2006 UTC vs.
Revision 1.57 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
59#ifndef MIN 48#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
61#endif 50#endif
62#ifndef MAX 51#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
64#endif 53#endif
65 54
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 56#ifndef NAME_MAX
68# define NAME_MAX 255 57# define NAME_MAX 255
78# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif 68#endif
80 69
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -120
75#define MAX_WC 120
76#define MIN_AC -120
77#define MAX_AC 120
78#define MIN_DAM 0
79#define MAX_DAM 200
83 80
84#define MAX_BUF 1024 81#define MAX_BUF 1024
85 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93 90
94#define MAX_NAME 48 91#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
96 93
97/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 97#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
102 100
103/* TYPE DEFINES */ 101/* TYPE DEFINES */
104 102
105/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
110 * flags 108 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 109 * 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 110 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 111 */
114 112
115/* type 0 will be undefined and shows a non valid type information */ 113/* USED TYPES: (for dead types please look at the bottom of the type
114 * definitions)
115 */
116
117/* type 0 objects have the default behaviour */
116 118
117#define PLAYER 1 119#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 120#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 121#define ROD 3
120#define TREASURE 4 122#define TREASURE 4
122#define FOOD 6 124#define FOOD 6
123#define POISON 7 125#define POISON 7
124#define BOOK 8 126#define BOOK 8
125#define CLOCK 9 127#define CLOCK 9
126 128
127/*#define FBULLET 10 */
128/*#define FBALL 11 */
129
130#define LIGHTNING 12
131#define ARROW 13 129#define ARROW 13
132#define BOW 14 130#define BOW 14
133#define WEAPON 15 131#define WEAPON 15
134#define ARMOUR 16 132#define ARMOUR 16
135#define PEDESTAL 17 133#define PEDESTAL 17
136#define ALTAR 18 134#define ALTAR 18
137 135
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
142#define MAP 22 138#define MAP 22
143#define DOOR 23 139#define DOOR 23
144#define KEY 24 140#define KEY 24
145
146/*#define MMISSILE 25 */
147 141
148#define TIMED_GATE 26 142#define TIMED_GATE 26
149#define TRIGGER 27 143#define TRIGGER 27
150#define GRIMREAPER 28 144#define GRIMREAPER 28
151#define MAGIC_EAR 29 145#define MAGIC_EAR 29
161#define AMULET 39 155#define AMULET 39
162#define PLAYERMOVER 40 156#define PLAYERMOVER 40
163#define TELEPORTER 41 157#define TELEPORTER 41
164#define CREATOR 42 158#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain 160
167 * experience for broad skill categories. This value
168 * is now automatically converteed at load time.
169 */
170#define EARTHWALL 45 161#define EARTHWALL 45
171#define GOLEM 46 162#define GOLEM 46
172 163
173/*#define BOMB 47 */
174#define THROWN_OBJ 48 164#define THROWN_OBJ 48
175#define BLINDNESS 49 165#define BLINDNESS 49
176#define GOD 50 166#define GOD 50
177#define DETECTOR 51 /* peterm: detector is an object 167#define DETECTOR 51 /* peterm: detector is an object
178 * which notices the presense of 168 * which notices the presense of
193 183
194#define PEACEMAKER 59 /* Object owned by a player which can convert 184#define PEACEMAKER 59 /* Object owned by a player which can convert
195 * a monster into a peaceful being incapable of attack. 185 * a monster into a peaceful being incapable of attack.
196 */ 186 */
197#define GEM 60 187#define GEM 60
198
199/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
200 188
201#define FIREWALL 62 189#define FIREWALL 62
202#define ANVIL 63 190#define ANVIL 63
203#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
204#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
217#define FLESH 72 /* animal 'body parts' -b.t. */ 205#define FLESH 72 /* animal 'body parts' -b.t. */
218#define INORGANIC 73 /* metals and minerals */ 206#define INORGANIC 73 /* metals and minerals */
219#define SKILL_TOOL 74 /* Allows the use of a skill */ 207#define SKILL_TOOL 74 /* Allows the use of a skill */
220#define LIGHTER 75 208#define LIGHTER 75
221 209
222/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 210#define BUILDABLE_WALL 77 /* this is a buildable wall */
223 * types are not used in any archetypes, and should perhaps be removed.
224 */
225 211
226#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
227 212
228#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
229#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
230#define MISC_OBJECT 79 /* misc. objects are for objects without a function 213#define MISC_OBJECT 79 /* misc. objects are for objects without a function
231 in the engine. Like statues, clocks, chairs,... 214 in the engine. Like statues, clocks, chairs,...
232 If perhaps we create a function where we can sit 215 If perhaps we create a function where we can sit
233 on chairs, we create a new type and remove all 216 on chairs, we create a new type and remove all
234 chairs from here. */ 217 chairs from here. */
235#define MONSTER 80 /* yes, thats a real, living creature */ 218
236#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
237#define LAMP 82 /* a lamp */ 219#define LAMP 82 /* a lamp */
238#define DUPLICATOR 83 /* duplicator/multiplier object */ 220#define DUPLICATOR 83 /* duplicator/multiplier object */
239#define TOOL 84 /* a tool for building objects */ 221
240#define SPELLBOOK 85 222#define SPELLBOOK 85
241#define BUILDFAC 86 /* facilities for building objects */ 223
242#define CLOAK 87 224#define CLOAK 87
243
244/*#define CONE 88 */
245/*#define AURA 89 */ /* aura spell object */
246 225
247#define SPINNER 90 226#define SPINNER 90
248#define GATE 91 227#define GATE 91
249#define BUTTON 92 228#define BUTTON 92
250#define CF_HANDLE 93 229#define CF_HANDLE 93
251#define HOLE 94 230#define HOLE 94
252#define TRAPDOOR 95 231#define TRAPDOOR 95
253
254/*#define WORD_OF_RECALL 96 */
255/*#define PARAIMAGE 97 */
256 232
257#define SIGN 98 233#define SIGN 98
258#define BOOTS 99 234#define BOOTS 99
259#define GLOVES 100 235#define GLOVES 100
260#define SPELL 101 236#define SPELL 101
261#define SPELL_EFFECT 102 237#define SPELL_EFFECT 102
262#define CONVERTER 103 238#define CONVERTER 103
263#define BRACERS 104 239#define BRACERS 104
264#define POISONING 105 240#define POISONING 105
265#define SAVEBED 106 241#define SAVEBED 106
266#define POISONCLOUD 107 242
267#define FIREHOLES 108
268#define WAND 109 243#define WAND 109
269 244
270/*#define ABILITY 110*/
271#define SCROLL 111 245#define SCROLL 111
272#define DIRECTOR 112 246#define DIRECTOR 112
273#define GIRDLE 113 247#define GIRDLE 113
274#define FORCE 114 248#define FORCE 114
275#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
278#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
279#define CONTAINER 122 253#define CONTAINER 122
280#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
281#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
282 256
283/* unused: 125 - 129
284 * type 125 was MONEY_CHANGER
285 */
286
287#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
288#define DEEP_SWAMP 138 258#define DEEP_SWAMP 138
289#define IDENTIFY_ALTAR 139 259#define IDENTIFY_ALTAR 139
290 260
291/*#define CANCELLATION 141 */ /* not used with new spell code */
292
293#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
294
295/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
296/*#define SWARM_SPELL 153*/
297 262
298#define RUNE 154 263#define RUNE 154
299#define TRAP 155 264#define TRAP 155
300 265
301#define POWER_CRYSTAL 156 266#define POWER_CRYSTAL 156
304#define DISEASE 158 269#define DISEASE 158
305#define SYMPTOM 159 270#define SYMPTOM 159
306#define BUILDER 160 /* Generic item builder, see subtypes */ 271#define BUILDER 160 /* Generic item builder, see subtypes */
307#define MATERIAL 161 /* Material for building */ 272#define MATERIAL 161 /* Material for building */
308 273
309/* #define GPS 162 Ground positionning system, moved to Python plugin */
310#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
311#define QUEST 164 /* See below for subtypes */ 275
312#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
313 potions, alchemy, or magic works here (elmex) */ 277 potions, alchemy, or magic works here (elmex) */
278
279/* DEAD TYPES: */
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
316/* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319//#define CANCELLATION 141 /* not used with new spell code */
320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321//#define SWARM_SPELL 153
322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
323//#define QUEST 164 /* See below for subtypes */
314 324
315/* END TYPE DEFINE */ 325/* END TYPE DEFINE */
316 326
317#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
318 328
409 * If any FLAG's are added or changed, make sure the flag_names structure in 419 * If any FLAG's are added or changed, make sure the flag_names structure in
410 * common/loader.l is updated. 420 * common/loader.l is updated.
411 */ 421 */
412 422
413/* Basic routines to do above */ 423/* Basic routines to do above */
414#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
415#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
416#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 426#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
417 427
418/* the flags */ 428/* the flags */
419 429
420#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
421#define FLAG_WIZ 1 /* Object has special privilegies */ 431#define FLAG_WIZ 1 /* Object has special privilegies */
422#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
423#define FLAG_FREED 3 /* Object is in the list of free objects */ 433#define FLAG_FREED 3 /* Object is in the list of free objects */
424#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
425#define FLAG_APPLIED 5 /* Object is ready for use by living */ 435#define FLAG_APPLIED 5 /* Object is ready for use by living */
426#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
427#define FLAG_USE_SHIELD 7 437#define FLAG_USE_SHIELD 7
428 /* Can this creature use a shield? */ 438 /* Can this creature use a shield? */
429 439
430#define FLAG_NO_PICK 8 /* Object can't be picked up */ 440#define FLAG_NO_PICK 8 /* Object can't be picked up */
431 441
432 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
433
434 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
435#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
436 446
437 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
438
439 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
440#define FLAG_MONSTER 14 /* Will attack players */ 450#define FLAG_MONSTER 14 /* Will attack players */
441#define FLAG_FRIENDLY 15 /* Will help players */ 451#define FLAG_FRIENDLY 15 /* Will help players */
442 452
443#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
444#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
445#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
446 /* Will be applied when created */ 456 /* Will be applied when created */
447 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
448#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
449#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
450#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
451#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
452#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
453 463
454 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
455
456 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
457
458 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
459#define FLAG_IS_USED_UP 28 468#define FLAG_IS_USED_UP 28
460 /* When (--food<0) the object will exit */ 469 /* When (--food<0) the object will exit */
461#define FLAG_IDENTIFIED 29 470#define FLAG_IDENTIFIED 29
462 /* Player knows full info about item */ 471 /* Player knows full info about item */
463#define FLAG_REFLECTING 30 472#define FLAG_REFLECTING 30
464 /* Object reflects from walls (lightning) */ 473 /* Object reflects from walls (lightning) */
465#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
466 475
467/* Start of values in flags[1] */
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 477#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 478#define FLAG_STARTEQUIP 34
471 /* Object was given to player at start */ 479 /* Object was given to player at start */
472#define FLAG_BLOCKSVIEW 35 480#define FLAG_BLOCKSVIEW 35
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
486 but can still attack at a distance */ 494 but can still attack at a distance */
487 495
488 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
489 thru this object as if it wasn't there */ 497 thru this object as if it wasn't there */
490 498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
491 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
492 499
493#define FLAG_PICK_UP 48 /* Can pick up */ 500#define FLAG_PICK_UP 48 /* Can pick up */
494#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
495#define FLAG_NO_DROP 50 /* Object can't be dropped */ 502#define FLAG_NO_DROP 50 /* Object can't be dropped */
496#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
505 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
506#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
507 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
508#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
509#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
510#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
511#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
512#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
513#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
514 521
515/* Start of values in flags[2] */
516#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
517#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
518#define FLAG_SLEEP 66 /* NPC is sleeping */ 524#define FLAG_SLEEP 66 /* NPC is sleeping */
519#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
520#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
533 539
534#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
535#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
536#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
537 543
538/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
539#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
540#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
541 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
542#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
543 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
549#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
550#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
551#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
552#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
553 559
554 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
555 561
556/* Start of values in flags[3] */
557#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 562#define FLAG_NO_STEAL 96 /* Item can't be stolen */
558#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
559 * away (replaces ghosthit) 564 * away (replaces ghosthit)
560 */ 565 */
561#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
568 object */ 573 object */
569#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 574#define FLAG_NEUTRAL 100 /* monster is from type neutral */
570#define FLAG_NO_ATTACK 101 /* monster don't attack */ 575#define FLAG_NO_ATTACK 101 /* monster don't attack */
571#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
572#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
573 * load_original_map() */ 578 * load_original_map() */
574#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
575 * the overlay, and is not subject to 580 * the overlay, and is not subject to
576 * decay. */ 581 * decay. */
577#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
578#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
579#define FLAG_IS_WATER 107 584#define FLAG_IS_WATER 107
580#define FLAG_CONTENT_ON_GEN 108 585#define FLAG_CONTENT_ON_GEN 108
581#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
582#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 587#define FLAG_IS_BUILDABLE 110 /* Can build on item */
583#define FLAG_AFK 111 /* Player is AFK */ 588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590
584#define NUM_FLAGS 111 /* Should always be equal to the last 591#define NUM_FLAGS 113 /* Should always be equal to the last
585 * defined flag. If you change this, 592 * defined flag + 1. If you change this,
586 * make sure you update the flag_links 593 * make sure you update the flag_links
587 * in common/loader.l 594 * in common/loader.l
588 */ 595 */
589 596
590/* Values can go up to 127 before the size of the flags array in the 597/* Values can go up to 127 before the size of the flags array in the
591 * object structure needs to be enlarged. 598 * object structure needs to be enlarged.
592 * So there are 18 available flags slots 599 * So there are 18 available flags slots
593 */ 600 */
594 601
595
596#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
597
598#if 0
599
600/* These should no longer be needed - access move_slow_penalty
601 * directly.
602 */
603# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
604# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
605#endif
606 603
607/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
610 */ 607 */
611#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
615 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 618
630/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
633 * at anyways. 622 * at anyways.
645 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
646 * onto it. 635 * onto it.
647 * 636 *
648 */ 637 */
649#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
651 640
652 641
653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
682#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
685 674
686/* for use by the lighting code */ 675/* for use by the lighting code */
687#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
688 /* max radii for 'light' object, really
689 * large values allow objects that can 677 * large values allow objects that can
690 * slow down the game */ 678 * slow down the game */
691#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
692 * practical reason to exceed this */ 680 * practical reason to exceed this */
693#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
719#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
720#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
721#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
722 710
723/******************************************************************************/ 711/******************************************************************************/
724
725/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
726
727/******************************************************************************/ 713/******************************************************************************/
728
729/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
730
731/******************************************************************************/ 715/******************************************************************************/
732
733/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
734
735/* if the attack_variable movement is left out of the monster archetype, or is*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
736
737/* set to zero */ 718/* set to zero */
738
739/* the standard mode of movement from previous versions of crossfire will be */ 719/* the standard mode of movement from previous versions of crossfire will be */
740
741/* used. the upper four bits of movement data are not in effect when the monst*/ 720/* used. the upper four bits of movement data are not in effect when the monst*/
742
743/* er has an enemy. these should only be used for non agressive monsters. */ 721/* er has an enemy. these should only be used for non agressive monsters. */
744
745/* to program a monsters movement add the attack movement numbers to the movem*/ 722/* to program a monsters movement add the attack movement numbers to the movem*/
746
747/* ment numbers example a monster that moves in a circle until attacked and */ 723/* ment numbers example a monster that moves in a circle until attacked and */
748
749/* then attacks from a distance: */ 724/* then attacks from a distance: */
750
751/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
752
753/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
754
755/* ------------------- */ 727/* ------------------- */
756
757/* attack_movement = 33 */ 728/* attack_movement = 33 */
758
759/******************************************************************************/ 729/******************************************************************************/
760#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
761 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
762#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
763#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
797 /* changing directions */ 767 /* changing directions */
798 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
799#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
800#define HI4 240 770#define HI4 240
801 771
802/*
803 * Use of the state-variable in player objects:
804 */
805
806#define ST_PLAYING 0
807#define ST_PLAY_AGAIN 1
808#define ST_ROLL_STAT 2
809#define ST_CHANGE_CLASS 3
810#define ST_CONFIRM_QUIT 4
811#define ST_CONFIGURE 5
812#define ST_GET_NAME 6
813#define ST_GET_PASSWORD 7
814#define ST_CONFIRM_PASSWORD 8
815#define ST_GET_PARTY_PASSWORD 10
816
817#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
818#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
819#define DARK_FACE1_NAME "dark1.111"
820#define DARK_FACE2_NAME "dark2.111"
821#define DARK_FACE3_NAME "dark3.111"
822#define SMOOTH_FACE_NAME "default_smoothed.111"
823 774
824/* 775/*
825 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
826 */ 777 */
827 778
965#define CAN_APPLY_UNAPPLY 0x10 916#define CAN_APPLY_UNAPPLY 0x10
966#define CAN_APPLY_UNAPPLY_MULT 0x20 917#define CAN_APPLY_UNAPPLY_MULT 0x20
967#define CAN_APPLY_UNAPPLY_CHOICE 0x40 918#define CAN_APPLY_UNAPPLY_CHOICE 0x40
968 919
969/* Cut off point of when an object is put on the active list or not */ 920/* Cut off point of when an object is put on the active list or not */
970#define MIN_ACTIVE_SPEED 0.00001 921#define MIN_ACTIVE_SPEED 1e-5
971 922
972/* 923#define RANDOM() (rndm.next () & 0xffffffU)
973 * random() is much better than rand(). If you have random(), use it instead. 924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
974 * You shouldn't need to change any of this
975 *
976 * 0.93.3: It looks like linux has random (previously, it was set below
977 * to use rand). Perhaps old version of linux lack rand? IF you run into
978 * problems, add || defined(__linux__) the #if immediately below.
979 *
980 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
981 * here.
982 */
983
984#define RANDOM() random()
985#define SRANDOM(xyz) srandom(xyz)
986 925
987/* Returns the weight of the given object. Note: it does not take the number of 926/* Returns the weight of the given object. Note: it does not take the number of
988 * items (nrof) into account. 927 * items (nrof) into account.
989 */ 928 */
990#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1004#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1005#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1006#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1007#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1008 947
1009 /* You may uncomment following define to check sanity of code.
1010 * But use as debug only (loses all speed gained by those macros)
1011 */
1012
1013/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1014 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1015
1016
1017
1018
1019
1020
1021
1022/* 948/*
1023 * Warning! 949 * Warning!
1024 * If you add message types here, don't forget 950 * If you add message types here, don't forget
1025 * to keep the client up to date too! 951 * to keep the client up to date too!
1026 */ 952 */
1027
1028 953
1029/* message types */ 954/* message types */
1030#define MSG_TYPE_BOOK 1 955#define MSG_TYPE_BOOK 1
1031#define MSG_TYPE_CARD 2 956#define MSG_TYPE_CARD 2
1032#define MSG_TYPE_PAPER 3 957#define MSG_TYPE_PAPER 3

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