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Comparing deliantra/server/include/define.h (file contents):
Revision 1.10 by root, Tue Sep 12 18:32:37 2006 UTC vs.
Revision 1.14 by pippijn, Mon Dec 11 19:46:46 2006 UTC

29 * with players in player.h, etc. As it is, everything just seems 29 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here. 30 * to be dumped in here.
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34# define DEFINE_H 34#define DEFINE_H
35 35
36/* 36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
39 */ 39 */
40# if !defined(__STDC__) 40#if !defined(__STDC__)
41 41
42/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
44 */ 44 */
45error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
46# endif 46#endif
47 47
48# ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 48#include <autoconf.h>
50# endif
51 49
52# define FONTDIR "" 50#define FONTDIR ""
53# define FONTNAME "" 51#define FONTNAME ""
54 52
55/* Decstations have trouble with fabs()... */ 53/* Decstations have trouble with fabs()... */
56# define FABS(x) ((x)<0?-(x):(x)) 54#define FABS(x) ((x)<0?-(x):(x))
57 55
58# ifdef __NetBSD__ 56#ifdef __NetBSD__
59# include <sys/param.h> 57# include <sys/param.h>
60# endif 58#endif
61# ifndef MIN 59#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 60# define MIN(x,y) ((x)<(y)?(x):(y))
63# endif 61#endif
64# ifndef MAX 62#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 63# define MAX(x,y) ((x)>(y)?(x):(y))
66# endif 64#endif
67 65
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69# ifndef NAME_MAX 67#ifndef NAME_MAX
70# define NAME_MAX 255 68# define NAME_MAX 255
71# endif 69#endif
72 70
73/* MAX3 is basically like MAX, but instead does 3 values. */ 71/* MAX3 is basically like MAX, but instead does 3 values. */
74# ifndef MAX3 72#ifndef MAX3
75# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76# endif 74#endif
77 75
78/* MIN3 is basically like MIN, but instead does 3 values. */ 76/* MIN3 is basically like MIN, but instead does 3 values. */
79# ifndef MIN3 77#ifndef MIN3
80# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81# endif 79#endif
82 80
83# define MAX_STAT 30 /* The maximum legal value of any stat */ 81#define MAX_STAT 30 /* The maximum legal value of any stat */
84# define MIN_STAT 1 /* The minimum legal value of any stat */ 82#define MIN_STAT 1 /* The minimum legal value of any stat */
85 83
86# define MAX_BUF 1024 84#define MAX_BUF 1024
87 /* Used for all kinds of things */ 85 /* Used for all kinds of things */
88# define VERY_BIG_BUF 2048 86#define VERY_BIG_BUF 2048
89# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
90# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91 89
92# define FONTSIZE 3000 /* Max chars in font */ 90#define FONTSIZE 3000 /* Max chars in font */
93 91
94# define MAX_ANIMATIONS 256 92#define MAX_ANIMATIONS 256
95 93
96# define MAX_NAME 48 94#define MAX_NAME 48
97# define BIG_NAME 32
98# define MAX_EXT_TITLE 98 95#define MAX_EXT_TITLE 98
99 96
100/* Fatal variables: */ 97/* Fatal variables: */
101# define OUT_OF_MEMORY 0 98#define OUT_OF_MEMORY 0
102# define MAP_ERROR 1 99#define MAP_ERROR 1
103# define ARCHTABLE_TOO_SMALL 2 100#define ARCHTABLE_TOO_SMALL 2
104# define TOO_MANY_ERRORS 3 101#define TOO_MANY_ERRORS 3
105 102
106/* TYPE DEFINES */ 103/* TYPE DEFINES */
107 104
108/* Only add new values to this list if somewhere in the program code, 105/* Only add new values to this list if somewhere in the program code,
109 * it is actually needed. Just because you add a new monster does not 106 * it is actually needed. Just because you add a new monster does not
115 * Additionally, when you add a new entry, include it in the table in item.c 112 * Additionally, when you add a new entry, include it in the table in item.c
116 */ 113 */
117 114
118/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
119 116
120# define PLAYER 1 117#define PLAYER 1
121# define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see doc/Developers/objects */
122# define ROD 3 119#define ROD 3
123# define TREASURE 4 120#define TREASURE 4
124# define POTION 5 121#define POTION 5
125# define FOOD 6 122#define FOOD 6
126# define POISON 7 123#define POISON 7
127# define BOOK 8 124#define BOOK 8
128# define CLOCK 9 125#define CLOCK 9
129 126
130/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
131 128
132/*#define FBALL 11 */ 129/*#define FBALL 11 */
133# define LIGHTNING 12 130#define LIGHTNING 12
134# define ARROW 13 131#define ARROW 13
135# define BOW 14 132#define BOW 14
136# define WEAPON 15 133#define WEAPON 15
137# define ARMOUR 16 134#define ARMOUR 16
138# define PEDESTAL 17 135#define PEDESTAL 17
139# define ALTAR 18 136#define ALTAR 18
140 137
141/*#define CONFUSION 19 */ 138/*#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 */ 145/*#define MMISSILE 25 */
149# define TIMED_GATE 26 146#define TIMED_GATE 26
150# define TRIGGER 27 147#define TRIGGER 27
151# define GRIMREAPER 28 148#define GRIMREAPER 28
152# define MAGIC_EAR 29 149#define MAGIC_EAR 29
153# define TRIGGER_BUTTON 30 150#define TRIGGER_BUTTON 30
154# define TRIGGER_ALTAR 31 151#define TRIGGER_ALTAR 31
155# define TRIGGER_PEDESTAL 32 152#define TRIGGER_PEDESTAL 32
156# define SHIELD 33 153#define SHIELD 33
157# define HELMET 34 154#define HELMET 34
158# define HORN 35 155#define HORN 35
159# define MONEY 36 156#define MONEY 36
160# define CLASS 37 /* object for applying character class modifications to someone */ 157#define CLASS 37 /* object for applying character class modifications to someone */
161# define GRAVESTONE 38 158#define GRAVESTONE 38
162# define AMULET 39 159#define AMULET 39
163# define PLAYERMOVER 40 160#define PLAYERMOVER 40
164# define TELEPORTER 41 161#define TELEPORTER 41
165# define CREATOR 42 162#define CREATOR 42
166# define SKILL 43 /* also see SKILL_TOOL (74) below */ 163#define SKILL 43 /* also see SKILL_TOOL (74) below */
167# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
168 /* experience for broad skill categories. This value */ 165 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */ 166 /* is now automatically converteed at load time. */
170# define EARTHWALL 45 167#define EARTHWALL 45
171# define GOLEM 46 168#define GOLEM 46
172 169
173/*#define BOMB 47 */ 170/*#define BOMB 47 */
174# define THROWN_OBJ 48 171#define THROWN_OBJ 48
175# define BLINDNESS 49 172#define BLINDNESS 49
176# define GOD 50 173#define GOD 50
177 174
178# define DETECTOR 51 /* peterm: detector is an object */ 175#define DETECTOR 51 /* peterm: detector is an object */
179 /* which notices the presense of */ 176 /* which notices the presense of */
180 /* another object and is triggered */ 177 /* another object and is triggered */
181 /* like buttons. */ 178 /* like buttons. */
182# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
183 /* force into a player with a specified string WHEN TRIGGERED. */ 180 /* force into a player with a specified string WHEN TRIGGERED. */
184# define DEAD_OBJECT 53 181#define DEAD_OBJECT 53
185# define DRINK 54 182#define DRINK 54
186# define MARKER 55 /* inserts an invisible, weightless */ 183#define MARKER 55 /* inserts an invisible, weightless */
187 /* force into a player with a specified string. */ 184 /* force into a player with a specified string. */
188# define HOLY_ALTAR 56 185#define HOLY_ALTAR 56
189# define PLAYER_CHANGER 57 186#define PLAYER_CHANGER 57
190# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 188
192# define PEACEMAKER 59 /* Object owned by a player which can convert */ 189#define PEACEMAKER 59 /* Object owned by a player which can convert */
193 /* a monster into a peaceful being incapable of attack. */ 190 /* a monster into a peaceful being incapable of attack. */
194# define GEM 60 191#define GEM 60
195 192
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197# define FIREWALL 62 194#define FIREWALL 62
198# define ANVIL 63 195#define ANVIL 63
199# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 196#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 197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 * values of last_sp set how to change: 198 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 199 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 200 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 201 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 202 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 203 * 4 = charm, monsters become pets */
207# define EXIT 66 204#define EXIT 66
208# define ENCOUNTER 67 205#define ENCOUNTER 67
209# define SHOP_FLOOR 68 206#define SHOP_FLOOR 68
210# define SHOP_MAT 69 207#define SHOP_MAT 69
211# define RING 70 208#define RING 70
212# define FLOOR 71 /* this is a floor tile -> native layer 0 */ 209#define FLOOR 71 /* this is a floor tile -> native layer 0 */
213# define FLESH 72 /* animal 'body parts' -b.t. */ 210#define FLESH 72 /* animal 'body parts' -b.t. */
214# define INORGANIC 73 /* metals and minerals */ 211#define INORGANIC 73 /* metals and minerals */
215# define SKILL_TOOL 74 /* Allows the use of a skill */ 212#define SKILL_TOOL 74 /* Allows the use of a skill */
216# define LIGHTER 75 213#define LIGHTER 75
217 214
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
219 * types are not used in any archetypes, and should perhaps be removed. 216 * types are not used in any archetypes, and should perhaps be removed.
220 */ 217 */
221# define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 219
223# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
224# define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225# define MISC_OBJECT 79 /* misc. objects are for objects without a function 222#define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 in the engine. Like statues, clocks, chairs,... 223 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 224 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 225 on chairs, we create a new type and remove all
229 chairs from here. */ 226 chairs from here. */
230# define MONSTER 80 227#define MONSTER 80
231 /* yes, thats a real, living creature */ 228 /* yes, thats a real, living creature */
232# define SPAWN_GENERATOR 81 229#define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */ 230 /* a spawn point or monster generator object */
234# define LAMP 82 /* a lamp */ 231#define LAMP 82 /* a lamp */
235# define DUPLICATOR 83 /* duplicator/multiplier object */ 232#define DUPLICATOR 83 /* duplicator/multiplier object */
236# define TOOL 84 /* a tool for building objects */ 233#define TOOL 84 /* a tool for building objects */
237# define SPELLBOOK 85 234#define SPELLBOOK 85
238# define BUILDFAC 86 /* facilities for building objects */ 235#define BUILDFAC 86 /* facilities for building objects */
239# define CLOAK 87 236#define CLOAK 87
240 237
241/*#define CONE 88 */ 238/*#define CONE 88 */
242 239
243 /*#define AURA 89 *//* aura spell object */ 240 /*#define AURA 89 *//* aura spell object */
244 241
245# define SPINNER 90 242#define SPINNER 90
246# define GATE 91 243#define GATE 91
247# define BUTTON 92 244#define BUTTON 92
248# define CF_HANDLE 93 245#define CF_HANDLE 93
249# define HOLE 94 246#define HOLE 94
250# define TRAPDOOR 95 247#define TRAPDOOR 95
251 248
252/*#define WORD_OF_RECALL 96 */ 249/*#define WORD_OF_RECALL 96 */
253 250
254/*#define PARAIMAGE 97 */ 251/*#define PARAIMAGE 97 */
255# define SIGN 98 252#define SIGN 98
256# define BOOTS 99 253#define BOOTS 99
257# define GLOVES 100 254#define GLOVES 100
258# define SPELL 101 255#define SPELL 101
259# define SPELL_EFFECT 102 256#define SPELL_EFFECT 102
260# define CONVERTER 103 257#define CONVERTER 103
261# define BRACERS 104 258#define BRACERS 104
262# define POISONING 105 259#define POISONING 105
263# define SAVEBED 106 260#define SAVEBED 106
264# define POISONCLOUD 107 261#define POISONCLOUD 107
265# define FIREHOLES 108 262#define FIREHOLES 108
266# define WAND 109 263#define WAND 109
267 264
268/*#define ABILITY 110*/ 265/*#define ABILITY 110*/
269# define SCROLL 111 266#define SCROLL 111
270# define DIRECTOR 112 267#define DIRECTOR 112
271# define GIRDLE 113 268#define GIRDLE 113
272# define FORCE 114 269#define FORCE 114
273# define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 270#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 */ 271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
275# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276# define CONTAINER 122 273#define CONTAINER 122
277# define ARMOUR_IMPROVER 123 274#define ARMOUR_IMPROVER 123
278# define WEAPON_IMPROVER 124 275#define WEAPON_IMPROVER 124
279 276
280/* unused: 125 - 129 277/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER 278 * type 125 was MONEY_CHANGER
282 */ 279 */
283# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
284# define DEEP_SWAMP 138 281#define DEEP_SWAMP 138
285# define IDENTIFY_ALTAR 139 282#define IDENTIFY_ALTAR 139
286 283
287 /*#define CANCELLATION 141*//* not used with new spell code */ 284 /*#define CANCELLATION 141*//* not used with new spell code */
288# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289 286
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291 288
292/*#define SWARM_SPELL 153*/ 289/*#define SWARM_SPELL 153*/
293# define RUNE 154 290#define RUNE 154
294# define TRAP 155 291#define TRAP 155
295 292
296# define POWER_CRYSTAL 156 293#define POWER_CRYSTAL 156
297# define CORPSE 157 294#define CORPSE 157
298 295
299# define DISEASE 158 296#define DISEASE 158
300# define SYMPTOM 159 297#define SYMPTOM 159
301# define BUILDER 160 /* Generic item builder, see subtypes */ 298#define BUILDER 160 /* Generic item builder, see subtypes */
302# define MATERIAL 161/* Material for building */ 299#define MATERIAL 161/* Material for building */
303 300
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 301/* #define GPS 162 Ground positionning system, moved to Python plugin */
305# define ITEM_TRANSFORMER 163/* Transforming one item with another */ 302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
306# define QUEST 164/* See below for subtypes */ 303#define QUEST 164/* See below for subtypes */
307# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */ 305 potions, alchemy, or magic works here (elmex) */
309 306
310/* END TYPE DEFINE */ 307/* END TYPE DEFINE */
311 308
312# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313 310
314/* Subtypes for BUILDER */ 311/* Subtypes for BUILDER */
315# define ST_BD_BUILD 1 /* Builds an item */ 312#define ST_BD_BUILD 1 /* Builds an item */
316# define ST_BD_REMOVE 2 /* Removes an item */ 313#define ST_BD_REMOVE 2 /* Removes an item */
317 314
318/* Subtypes for MATERIAL */ 315/* Subtypes for MATERIAL */
319# define ST_MAT_FLOOR 1 /* Floor */ 316#define ST_MAT_FLOOR 1 /* Floor */
320# define ST_MAT_WALL 2 /* Wall */ 317#define ST_MAT_WALL 2 /* Wall */
321# define ST_MAT_ITEM 3 /* All other items, including doors & such */ 318#define ST_MAT_ITEM 3 /* All other items, including doors & such */
322 319
323/* definitions for weapontypes */ 320/* definitions for weapontypes */
324 321
325# define WEAP_HIT 0 /* the basic */ 322#define WEAP_HIT 0 /* the basic */
326# define WEAP_SLASH 1 /* slash */ 323#define WEAP_SLASH 1 /* slash */
327# define WEAP_PIERCE 2 /* arrows, stiletto */ 324#define WEAP_PIERCE 2 /* arrows, stiletto */
328# define WEAP_CLEAVE 3 /* axe */ 325#define WEAP_CLEAVE 3 /* axe */
329# define WEAP_SLICE 4 /* katana */ 326#define WEAP_SLICE 4 /* katana */
330# define WEAP_STAB 5 /* knife, dagger */ 327#define WEAP_STAB 5 /* knife, dagger */
331# define WEAP_WHIP 6 /* whips n chains */ 328#define WEAP_WHIP 6 /* whips n chains */
332# define WEAP_CRUSH 7 /* big hammers, flails */ 329#define WEAP_CRUSH 7 /* big hammers, flails */
333# define WEAP_BLUD 8 /* bludgeoning, club, stick */ 330#define WEAP_BLUD 8 /* bludgeoning, club, stick */
334 331
335typedef struct typedata 332typedef struct typedata
336{ 333{
337 int number; 334 int number;
338 const char *name; 335 const char *name;
347/* definitions for detailed pickup descriptions. 344/* definitions for detailed pickup descriptions.
348 * The objective is to define intelligent groups of items that the 345 * The objective is to define intelligent groups of items that the
349 * user can pick up or leave as he likes. */ 346 * user can pick up or leave as he likes. */
350 347
351/* high bit as flag for new pickup options */ 348/* high bit as flag for new pickup options */
352# define PU_NOTHING 0x00000000 349#define PU_NOTHING 0x00000000
353 350
354# define PU_DEBUG 0x10000000 351#define PU_DEBUG 0x10000000
355# define PU_INHIBIT 0x20000000 352#define PU_INHIBIT 0x20000000
356# define PU_STOP 0x40000000 353#define PU_STOP 0x40000000
357# define PU_NEWMODE 0x80000000 354#define PU_NEWMODE 0x80000000
358 355
359# define PU_RATIO 0x0000000F 356#define PU_RATIO 0x0000000F
360 357
361# define PU_FOOD 0x00000010 358#define PU_FOOD 0x00000010
362# define PU_DRINK 0x00000020 359#define PU_DRINK 0x00000020
363# define PU_VALUABLES 0x00000040 360#define PU_VALUABLES 0x00000040
364# define PU_BOW 0x00000080 361#define PU_BOW 0x00000080
365 362
366# define PU_ARROW 0x00000100 363#define PU_ARROW 0x00000100
367# define PU_HELMET 0x00000200 364#define PU_HELMET 0x00000200
368# define PU_SHIELD 0x00000400 365#define PU_SHIELD 0x00000400
369# define PU_ARMOUR 0x00000800 366#define PU_ARMOUR 0x00000800
370 367
371# define PU_BOOTS 0x00001000 368#define PU_BOOTS 0x00001000
372# define PU_GLOVES 0x00002000 369#define PU_GLOVES 0x00002000
373# define PU_CLOAK 0x00004000 370#define PU_CLOAK 0x00004000
374# define PU_KEY 0x00008000 371#define PU_KEY 0x00008000
375 372
376# define PU_MISSILEWEAPON 0x00010000 373#define PU_MISSILEWEAPON 0x00010000
377# define PU_ALLWEAPON 0x00020000 374#define PU_ALLWEAPON 0x00020000
378# define PU_MAGICAL 0x00040000 375#define PU_MAGICAL 0x00040000
379# define PU_POTION 0x00080000 376#define PU_POTION 0x00080000
380 377
381# define PU_SPELLBOOK 0x00100000 378#define PU_SPELLBOOK 0x00100000
382# define PU_SKILLSCROLL 0x00200000 379#define PU_SKILLSCROLL 0x00200000
383# define PU_READABLES 0x00400000 380#define PU_READABLES 0x00400000
384# define PU_MAGIC_DEVICE 0x00800000 381#define PU_MAGIC_DEVICE 0x00800000
385 382
386# define PU_NOT_CURSED 0x01000000 383#define PU_NOT_CURSED 0x01000000
387# define PU_JEWELS 0x02000000 384#define PU_JEWELS 0x02000000
385#define PU_FLESH 0x04000000
388 386
389 387
390/* Instead of using arbitrary constants for indexing the 388/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 389 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 390 * within 1 space. <= SIZEOFFREE2 wll get you withing
393 * 2 spaces, and the entire array (< SIZEOFFREE) is 391 * 2 spaces, and the entire array (< SIZEOFFREE) is
394 * three spaces 392 * three spaces
395 */ 393 */
396# define SIZEOFFREE1 8 394#define SIZEOFFREE1 8
397# define SIZEOFFREE2 24 395#define SIZEOFFREE2 24
398# define SIZEOFFREE 49 396#define SIZEOFFREE 49
399 397
400# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 399
402/* Flag structure now changed. 400/* Flag structure now changed.
403 * Each flag is now a bit offset, starting at zero. The macros 401 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object 402 * will update/read the appropriate flag element in the object
405 * structure. 403 * structure.
427 * flags[2] is 64 to 95 425 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127 426 * flags[3] is 96 to 127
429 */ 427 */
430 428
431/* Basic routines to do above */ 429/* Basic routines to do above */
432# define SET_FLAG(xyz, p) \ 430#define SET_FLAG(xyz, p) \
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 431 ((xyz)->flags[p/32] |= (1U << (p % 32)))
434# define CLEAR_FLAG(xyz, p) \ 432#define CLEAR_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436# define QUERY_FLAG(xyz, p) \ 434#define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32))) 435 ((xyz)->flags[p/32] & (1U << (p % 32)))
438# define COMPARE_FLAGS(p,q) \ 436#define COMPARE_FLAGS(p,q) \
439 ( \ 437 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \ 438 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \ 439 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \ 440 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \ 441 ((p)->flags[3] == (q)->flags[3]) \
444 ) 442 )
445 443
446/* convenience macros to determine what kind of things we are dealing with */ 444/* convenience macros to determine what kind of things we are dealing with */
447 445
448# define IS_WEAPON(op) \ 446#define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450 448
451# define IS_ARMOR(op) \ 449#define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE) 452 op->type == BRACERS || op->type == GIRDLE)
455 453
456# define IS_LIVE(op) \ 454#define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460 458
461# define IS_ARROW(op) \ 459#define IS_ARROW(op) \
462 (op->type==ARROW || \ 460 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \ 461 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465 463
466/* This return TRUE if object has still randomitems which 464/* This return TRUE if object has still randomitems which
467 * could be expanded. 465 * could be expanded.
468 */ 466 */
469# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 468
471/* the flags */ 469/* the flags */
472 470
473# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474# define FLAG_WIZ 1 /* Object has special privilegies */ 472#define FLAG_WIZ 1 /* Object has special privilegies */
475# define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 473#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476# define FLAG_FREED 3 /* Object is in the list of free objects */ 474#define FLAG_FREED 3 /* Object is in the list of free objects */
477# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 475#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478# define FLAG_APPLIED 5 /* Object is ready for use by living */ 476#define FLAG_APPLIED 5 /* Object is ready for use by living */
479# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 477#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480# define FLAG_USE_SHIELD 7 478#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 479 /* Can this creature use a shield? */
482 480
483# define FLAG_NO_PICK 8 /* Object can't be picked up */ 481#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 482
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486 484
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
488# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 487
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491 489
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
493# define FLAG_MONSTER 14 /* Will attack players */ 491#define FLAG_MONSTER 14 /* Will attack players */
494# define FLAG_FRIENDLY 15 /* Will help players */ 492#define FLAG_FRIENDLY 15 /* Will help players */
495 493
496# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498# define FLAG_AUTO_APPLY 18 496#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 497 /* Will be applied when created */
500# define FLAG_TREASURE 19 /* Will generate treasure when applied */ 498#define FLAG_TREASURE 19 /* Will generate treasure when applied */
501# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503# define FLAG_CAN_ROLL 22 /* Object can be rolled */ 501#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 504
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508 506
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510 508
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 509 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
512# define FLAG_IS_USED_UP 28 510#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 511 /* When (--food<0) the object will exit */
514# define FLAG_IDENTIFIED 29 512#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 513 /* Player knows full info about item */
516# define FLAG_REFLECTING 30 514#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 515 /* Object reflects from walls (lightning) */
518# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 517
520/* Start of values in flags[1] */ 518/* Start of values in flags[1] */
521# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522# define FLAG_HITBACK 33 /* Object will hit back when hit */ 520#define FLAG_HITBACK 33 /* Object will hit back when hit */
523# define FLAG_STARTEQUIP 34 521#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 522 /* Object was given to player at start */
525# define FLAG_BLOCKSVIEW 35 523#define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */ 524 /* Object blocks view */
527# define FLAG_UNDEAD 36 /* Monster is undead */ 525#define FLAG_UNDEAD 36 /* Monster is undead */
528# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 526#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 527#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 528#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531 529
532# define FLAG_REFL_SPELL 40 530#define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */ 531 /* Spells (some) will reflect from object */
534# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 532#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
535# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 533#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
536# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 537 but can still attack at a distance */
540 538
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 540 thru this object as if it wasn't there */
543 541
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545 543
546# define FLAG_PICK_UP 48 /* Can pick up */ 544#define FLAG_PICK_UP 48 /* Can pick up */
547# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548# define FLAG_NO_DROP 50 /* Object can't be dropped */ 546#define FLAG_NO_DROP 50 /* Object can't be dropped */
549# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 547#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
550# define FLAG_CAST_SPELL 52 548#define FLAG_CAST_SPELL 52
551 /* (Monster) can learn and cast spells */ 549 /* (Monster) can learn and cast spells */
552# define FLAG_USE_SCROLL 53 550#define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */ 551 /* (Monster) can read scroll */
554# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 552#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
555# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 553#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556 554
557# define FLAG_USE_ARMOUR 56 555#define FLAG_USE_ARMOUR 56
558 /* (Monster) can wear armour/shield/helmet */ 556 /* (Monster) can wear armour/shield/helmet */
559# define FLAG_USE_WEAPON 57 557#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */ 558 /* (Monster) can wield weapons */
561# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 559#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 560#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563# define FLAG_READY_BOW 60 /* not implemented yet */ 561#define FLAG_READY_BOW 60 /* not implemented yet */
564# define FLAG_XRAYS 61 /* X-ray vision */ 562#define FLAG_XRAYS 61 /* X-ray vision */
565# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 563#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 */ 564#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 565
568/* Start of values in flags[2] */ 566/* Start of values in flags[2] */
569# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571# define FLAG_SLEEP 66 /* NPC is sleeping */ 569#define FLAG_SLEEP 66 /* NPC is sleeping */
572# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 572#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
575# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 573#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576# define FLAG_STEALTH 71 /* Will wake monsters with less range */ 574#define FLAG_STEALTH 71 /* Will wake monsters with less range */
577 575
578# define FLAG_WIZPASS 72 /* The wizard can go through walls */ 576#define FLAG_WIZPASS 72 /* The wizard can go through walls */
579# define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 577#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
580# define FLAG_CURSED 74 /* The object is cursed */ 578#define FLAG_CURSED 74 /* The object is cursed */
581# define FLAG_DAMNED 75 /* The object is _very_ cursed */ 579#define FLAG_DAMNED 75 /* The object is _very_ cursed */
582# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 580#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
583# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 581#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
584# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 582#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
585# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 583#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586 584
587# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 585#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 586#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 588
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593# define FLAG_MAKE_INVIS 85 591#define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */ 592 /* (Item) gives invisibility when applied */
595# define FLAG_INV_LOCKED 86 593#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */ 594 /* Item will not be dropped from inventory */
597# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 595#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598 596
599# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 597#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 598#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
601# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 599#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
602# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 600#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) */ 601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 604
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 606
609/* Start of values in flags[3] */ 607/* Start of values in flags[3] */
610# define FLAG_NO_STEAL 96 /* Item can't be stolen */ 608#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611# define FLAG_ONE_HIT 97 /* Monster can only hit once before going 609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit) 610 * away (replaces ghosthit)
613 */ 611 */
614# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
615 * detect cases were the server is trying 613 * detect cases were the server is trying
616 * to send an upditem when we have not 614 * to send an upditem when we have not
617 * actually sent the item. 615 * actually sent the item.
618 */ 616 */
619 617
620# define FLAG_BERSERK 99 /* monster will attack closest living 618#define FLAG_BERSERK 99 /* monster will attack closest living
621 object */ 619 object */
622# define FLAG_NEUTRAL 100 /* monster is from type neutral */ 620#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623# define FLAG_NO_ATTACK 101 /* monster don't attack */ 621#define FLAG_NO_ATTACK 101 /* monster don't attack */
624# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */ 624 * load_original_map() */
627# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to 626 * the overlay, and is not subject to
629 * decay. */ 627 * decay. */
630# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 628#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' */ 629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632# define FLAG_IS_WATER 107 630#define FLAG_IS_WATER 107
633# define FLAG_CONTENT_ON_GEN 108 631#define FLAG_CONTENT_ON_GEN 108
634# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635# define FLAG_IS_BUILDABLE 110 /* Can build on item */ 633#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636# define FLAG_AFK 111 /* Player is AFK */ 634#define FLAG_AFK 111 /* Player is AFK */
637# define NUM_FLAGS 111 /* Should always be equal to the last 635#define NUM_FLAGS 111 /* Should always be equal to the last
638 * defined flag. If you change this, 636 * defined flag. If you change this,
639 * make sure you update the flag_links 637 * make sure you update the flag_links
640 * in common/loader.l 638 * in common/loader.l
641 */ 639 */
642 640
644 * object structure needs to be enlarged. 642 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 643 * So there are 18 available flags slots
646 */ 644 */
647 645
648 646
649# define NROFNEWOBJS(xyz) ((xyz)->stats.food) 647#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650 648
651# if 0 649#if 0
652 650
653/* These should no longer be needed - access move_slow_penalty 651/* These should no longer be needed - access move_slow_penalty
654 * directly. 652 * directly.
655 */ 653 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658# endif 656#endif
659 657
660/* If you add new movement types, you may need to update 658/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 659 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 660 * change_abil() probably should be updated also.
663 */ 661 */
664# define MOVE_WALK 0x1 /* Object walks */ 662#define MOVE_WALK 0x1 /* Object walks */
665# define MOVE_FLY_LOW 0x2 /* Low flying object */ 663#define MOVE_FLY_LOW 0x2 /* Low flying object */
666# define MOVE_FLY_HIGH 0x4 /* High flying object */ 664#define MOVE_FLY_HIGH 0x4 /* High flying object */
667# define MOVE_FLYING 0x6 665#define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */ 666 /* Combo of fly_low and fly_high */
669# define MOVE_SWIM 0x8 /* Swimming object */ 667#define MOVE_SWIM 0x8 /* Swimming object */
670# define MOVE_BOAT 0x10 /* Boats/sailing */ 668#define MOVE_BOAT 0x10 /* Boats/sailing */
671# define MOVE_ALL 0x1f /* Mask of all movement types */ 669#define MOVE_ALL 0x1f /* Mask of all movement types */
672 670
673/* the normal assumption is that objects are walking/flying. 671/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want 672 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also 673 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get 674 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow 675 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really 676 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0 677 * want nothing at all, then can always set move_block to 0
680 */ 678 */
681# define MOVE_BLOCK_DEFAULT MOVE_SWIM 679#define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 680
683/* typdef here to define type large enough to hold bitmask of 681/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 682 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it 683 * uint8 is defined yet, so just use what that would define it
686 * at anyways. 684 * at anyways.
688typedef unsigned char MoveType; 686typedef unsigned char MoveType;
689 687
690/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 688/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
691 * Basically, ob2 has to block all of ob1 movement types. 689 * Basically, ob2 has to block all of ob1 movement types.
692 */ 690 */
693# define OB_MOVE_BLOCK(ob1, ob2) \ 691#define OB_MOVE_BLOCK(ob1, ob2) \
694 ((ob1->move_type & ob2->move_block) == ob1->move_type) 692 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695 693
696/* Basic macro to see if if ob1 can not move onto a space based 694/* Basic macro to see if if ob1 can not move onto a space based
697 * on the 'type' move_block parameter 695 * on the 'type' move_block parameter
698 * Add check - if type is 0, don't stop anything from moving 696 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 697 * onto it.
700 * 698 *
701 */ 699 */
702# define OB_TYPE_MOVE_BLOCK(ob1, type) \ 700#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
704 702
705 703
706# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707# define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709 707
710/* Note: These values are only a default value, resizing can change them */ 708/* Note: These values are only a default value, resizing can change them */
711# define INV_SIZE 12 /* How many items can be viewed in inventory */ 709#define INV_SIZE 12 /* How many items can be viewed in inventory */
712# define LOOK_SIZE 6 /* ditto, but for the look-window */ 710#define LOOK_SIZE 6 /* ditto, but for the look-window */
713# define MAX_INV_SIZE 40 /* For initializing arrays */ 711#define MAX_INV_SIZE 40 /* For initializing arrays */
714# define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 712#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715 713
716# define EDITABLE(xyz) ((xyz)->arch->editable) 714#define EDITABLE(xyz) ((xyz)->arch->editable)
717 715
718# define E_MONSTER 0x00000001 716#define E_MONSTER 0x00000001
719# define E_EXIT 0x00000002 717#define E_EXIT 0x00000002
720# define E_TREASURE 0x00000004 718#define E_TREASURE 0x00000004
721# define E_BACKGROUND 0x00000008 719#define E_BACKGROUND 0x00000008
722# define E_DOOR 0x00000010 720#define E_DOOR 0x00000010
723# define E_SPECIAL 0x00000020 721#define E_SPECIAL 0x00000020
724# define E_SHOP 0x00000040 722#define E_SHOP 0x00000040
725# define E_NORMAL 0x00000080 723#define E_NORMAL 0x00000080
726# define E_FALSE_WALL 0x00000100 724#define E_FALSE_WALL 0x00000100
727# define E_WALL 0x00000200 725#define E_WALL 0x00000200
728# define E_EQUIPMENT 0x00000400 726#define E_EQUIPMENT 0x00000400
729# define E_OTHER 0x00000800 727#define E_OTHER 0x00000800
730# define E_ARTIFACT 0x00001000 728#define E_ARTIFACT 0x00001000
731 729
732# define EXIT_PATH(xyz) (xyz)->slaying 730#define EXIT_PATH(xyz) (xyz)->slaying
733# define EXIT_LEVEL(xyz) (xyz)->stats.food 731#define EXIT_LEVEL(xyz) (xyz)->stats.food
734# define EXIT_X(xyz) (xyz)->stats.hp 732#define EXIT_X(xyz) (xyz)->stats.hp
735# define EXIT_Y(xyz) (xyz)->stats.sp 733#define EXIT_Y(xyz) (xyz)->stats.sp
736# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 736
739/* for use by the lighting code */ 737/* for use by the lighting code */
740# define MAX_LIGHT_RADII 4 738#define MAX_LIGHT_RADII 4
741 /* max radii for 'light' object, really 739 /* max radii for 'light' object, really
742 * large values allow objects that can 740 * large values allow objects that can
743 * slow down the game */ 741 * slow down the game */
744# define MAX_DARKNESS 5 /* maximum map darkness, there is no 742#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 743 * practical reason to exceed this */
746# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
747 MAX_LIGHT_RADII:(xyz)->glow_radius; 745 MAX_LIGHT_RADII:(xyz)->glow_radius;
748 746
749# define F_BUY 0 747#define F_BUY 0
750# define F_SELL 1 748#define F_SELL 1
751# define F_TRUE 2 /* True value of item, unadjusted */ 749#define F_TRUE 2 /* True value of item, unadjusted */
752# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 750#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
753# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 751#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 752#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755# define F_APPROX 32 /* flag to give a guess of item value */ 753#define F_APPROX 32 /* flag to give a guess of item value */
756# define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 754#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
757 755
758# define DIRX(xyz) freearr_x[(xyz)->direction] 756#define DIRX(xyz) freearr_x[(xyz)->direction]
759# define DIRY(xyz) freearr_y[(xyz)->direction] 757#define DIRY(xyz) freearr_y[(xyz)->direction]
760 758
761# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 759#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; 760#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763 761
764# define ARMOUR_SPEED(xyz) (xyz)->last_sp 762#define ARMOUR_SPEED(xyz) (xyz)->last_sp
765# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 763#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766# define WEAPON_SPEED(xyz) (xyz)->last_sp 764#define WEAPON_SPEED(xyz) (xyz)->last_sp
767 765
768/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 766/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
769 each of them signed char, concatenated in a int16 */ 767 each of them signed char, concatenated in a int16 */
770# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 768#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 769#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773# define FIRE_DIRECTIONAL 0 771#define FIRE_DIRECTIONAL 0
774# define FIRE_POSITIONAL 1 772#define FIRE_POSITIONAL 1
775 773
776/******************************************************************************/ 774/******************************************************************************/
777 775
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779 777
808/* ------------------- */ 806/* ------------------- */
809 807
810/* attack_movement = 33 */ 808/* attack_movement = 33 */
811 809
812/******************************************************************************/ 810/******************************************************************************/
813# define DISTATT 1 /* move toward a player if far, but mantain some space, */ 811#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 812 /* attack from a distance - good for missile users only */
815# define RUNATT 2 /* run but attack if player catches up to object */ 813#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 */ 814#define HITRUN 3 /* run to then hit player then run away cyclicly */
817# define WAITATT 4 /* wait for player to approach then hit, move if hit */ 815#define WAITATT 4 /* wait for player to approach then hit, move if hit */
818# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 816#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819# define ALLRUN 6 /* always run never attack good for sim. of weak player */ 817#define ALLRUN 6 /* always run never attack good for sim. of weak player */
820# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 818#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
821# define WAIT2 8 /* monster does not try to move towards player if far */ 819#define WAIT2 8 /* monster does not try to move towards player if far */
822 /* maintains comfortable distance */ 820 /* maintains comfortable distance */
823# define PETMOVE 16 /* if the upper four bits of attack_movement */ 821#define PETMOVE 16 /* if the upper four bits of attack_movement */
824 /* are set to this number, the monster follows a player */ 822 /* are set to this number, the monster follows a player */
825 /* until the owner calls it back or off */ 823 /* until the owner calls it back or off */
826 /* player followed denoted by 0b->owner */ 824 /* player followed denoted by 0b->owner */
827 /* the monster will try to attack whatever the player is */ 825 /* the monster will try to attack whatever the player is */
828 /* attacking, and will continue to do so until the owner */ 826 /* attacking, and will continue to do so until the owner */
829 /* calls off the monster - a key command will be */ 827 /* calls off the monster - a key command will be */
830 /* inserted to do so */ 828 /* inserted to do so */
831# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 829#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
832 /* are set to this number, the monster will move in a */ 830 /* are set to this number, the monster will move in a */
833 /* circle until it is attacked, or the enemy field is */ 831 /* circle until it is attacked, or the enemy field is */
834 /* set, this is good for non-aggressive monsters and NPC */ 832 /* set, this is good for non-aggressive monsters and NPC */
835# define CIRCLE2 48 /* same as above but a larger circle is used */ 833#define CIRCLE2 48 /* same as above but a larger circle is used */
836# define PACEH 64 /* The Monster will pace back and forth until attacked */ 834#define PACEH 64 /* The Monster will pace back and forth until attacked */
837 /* this is HORIZONTAL movement */ 835 /* this is HORIZONTAL movement */
838# define PACEH2 80 /* the monster will pace as above but the length of the */ 836#define PACEH2 80 /* the monster will pace as above but the length of the */
839 /* pace area is longer and the monster stops before */ 837 /* pace area is longer and the monster stops before */
840 /* changing directions */ 838 /* changing directions */
841 /* this is HORIZONTAL movement */ 839 /* this is HORIZONTAL movement */
842# define RANDO 96 /* the monster will go in a random direction until */ 840#define RANDO 96 /* the monster will go in a random direction until */
843 /* it is stopped by an obstacle, then it chooses another */ 841 /* it is stopped by an obstacle, then it chooses another */
844 /* direction. */ 842 /* direction. */
845# define RANDO2 112 /* constantly move in a different random direction */ 843#define RANDO2 112 /* constantly move in a different random direction */
846# define PACEV 128 /* The Monster will pace back and forth until attacked */ 844#define PACEV 128 /* The Monster will pace back and forth until attacked */
847 /* this is VERTICAL movement */ 845 /* this is VERTICAL movement */
848# define PACEV2 144 /* the monster will pace as above but the length of the */ 846#define PACEV2 144 /* the monster will pace as above but the length of the */
849 /* pace area is longer and the monster stops before */ 847 /* pace area is longer and the monster stops before */
850 /* changing directions */ 848 /* changing directions */
851 /* this is VERTICAL movement */ 849 /* this is VERTICAL movement */
852# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853# define HI4 240 851#define HI4 240
854 852
855/* 853/*
856 * Use of the state-variable in player objects: 854 * Use of the state-variable in player objects:
857 */ 855 */
858 856
859# define ST_PLAYING 0 857#define ST_PLAYING 0
860# define ST_PLAY_AGAIN 1 858#define ST_PLAY_AGAIN 1
861# define ST_ROLL_STAT 2 859#define ST_ROLL_STAT 2
862# define ST_CHANGE_CLASS 3 860#define ST_CHANGE_CLASS 3
863# define ST_CONFIRM_QUIT 4 861#define ST_CONFIRM_QUIT 4
864# define ST_CONFIGURE 5 862#define ST_CONFIGURE 5
865# define ST_GET_NAME 6 863#define ST_GET_NAME 6
866# define ST_GET_PASSWORD 7 864#define ST_GET_PASSWORD 7
867# define ST_CONFIRM_PASSWORD 8 865#define ST_CONFIRM_PASSWORD 8
868# define ST_GET_PARTY_PASSWORD 10 866#define ST_GET_PARTY_PASSWORD 10
869 867
870# define BLANK_FACE_NAME "blank.111" 868#define BLANK_FACE_NAME "blank.111"
871# define EMPTY_FACE_NAME "empty.111" 869#define EMPTY_FACE_NAME "empty.111"
872# define DARK_FACE1_NAME "dark1.111" 870#define DARK_FACE1_NAME "dark1.111"
873# define DARK_FACE2_NAME "dark2.111" 871#define DARK_FACE2_NAME "dark2.111"
874# define DARK_FACE3_NAME "dark3.111" 872#define DARK_FACE3_NAME "dark3.111"
875# define SMOOTH_FACE_NAME "default_smoothed.111" 873#define SMOOTH_FACE_NAME "default_smoothed.111"
876 874
877/* 875/*
878 * Defines for the luck/random functions to make things more readable 876 * Defines for the luck/random functions to make things more readable
879 */ 877 */
880 878
881# define PREFER_HIGH 1 879#define PREFER_HIGH 1
882# define PREFER_LOW 0 880#define PREFER_LOW 0
883 881
884/* Simple function we use below to keep adding to the same string 882/* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string. 883 * but also make sure we don't overwrite that string.
886 */ 884 */
887static inline void 885static inline void
902/* The SAFE versions of these call the safe_strcat function above. 900/* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they 901 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as 902 * require some extra support in the calling function to remain as
905 * efficient. 903 * efficient.
906 */ 904 */
907# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ 905#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \ 906 if(variable) { \
909 int i,j=0; \ 907 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 908 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \ 909 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \ 910 if(variable & (1<<i)) { \
920 } 918 }
921 919
922 920
923/* separated this from the common/item.c file. b.t. Dec 1995 */ 921/* separated this from the common/item.c file. b.t. Dec 1995 */
924 922
925# define DESCRIBE_ABILITY(retbuf, variable, name) \ 923#define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \ 924 if(variable) { \
927 int i,j=0; \ 925 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \ 926 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \ 927 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \ 928 if(variable & (1<<i)) { \
936 } \ 934 } \
937 strcat(retbuf,")"); \ 935 strcat(retbuf,")"); \
938 } 936 }
939 937
940 938
941# define DESCRIBE_PATH(retbuf, variable, name) \ 939#define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \ 940 if(variable) { \
943 int i,j=0; \ 941 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \ 942 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \ 943 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \ 944 if(variable & (1<<i)) { \
952 } \ 950 } \
953 strcat(retbuf,")"); \ 951 strcat(retbuf,")"); \
954 } 952 }
955 953
956 954
957# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ 955#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \ 956 if(variable) { \
959 int i,j=0; \ 957 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 958 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \ 959 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \ 960 if(variable & (1<<i)) { \
1010 * this one can be applied. Think of rings - human is wearing two 1008 * this one can be applied. Think of rings - human is wearing two
1011 * rings and tries to apply one - there are two possible rings he 1009 * rings and tries to apply one - there are two possible rings he
1012 * could remove. 1010 * could remove.
1013 * 1011 *
1014 */ 1012 */
1015# define CAN_APPLY_NEVER 0x1 1013#define CAN_APPLY_NEVER 0x1
1016# define CAN_APPLY_RESTRICTION 0x2 1014#define CAN_APPLY_RESTRICTION 0x2
1017# define CAN_APPLY_NOT_MASK 0xf 1015#define CAN_APPLY_NOT_MASK 0xf
1018# define CAN_APPLY_UNAPPLY 0x10 1016#define CAN_APPLY_UNAPPLY 0x10
1019# define CAN_APPLY_UNAPPLY_MULT 0x20 1017#define CAN_APPLY_UNAPPLY_MULT 0x20
1020# define CAN_APPLY_UNAPPLY_CHOICE 0x40 1018#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 1019
1022/* Cut off point of when an object is put on the active list or not */ 1020/* Cut off point of when an object is put on the active list or not */
1023# define MIN_ACTIVE_SPEED 0.00001 1021#define MIN_ACTIVE_SPEED 0.00001
1024 1022
1025/* 1023/*
1026 * random() is much better than rand(). If you have random(), use it instead. 1024 * random() is much better than rand(). If you have random(), use it instead.
1027 * You shouldn't need to change any of this 1025 * You shouldn't need to change any of this
1028 * 1026 *
1032 * 1030 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here. 1032 * here.
1035 */ 1033 */
1036 1034
1037# ifdef HAVE_SRANDOM 1035#ifdef HAVE_SRANDOM
1038# define RANDOM() random() 1036# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz) 1037# define SRANDOM(xyz) srandom(xyz)
1038#else
1039# ifdef HAVE_SRAND48
1040# define RANDOM() lrand48()
1041# define SRANDOM(xyz) srand48(xyz)
1040# else 1042# else
1041# ifdef HAVE_SRAND48 1043# ifdef HAVE_SRAND
1042# define RANDOM() lrand48() 1044# define RANDOM() rand()
1043# define SRANDOM(xyz) srand48(xyz) 1045# define SRANDOM(xyz) srand(xyz)
1044# else 1046# 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" 1047# error "Could not find a usable random routine"
1050# endif
1051# endif 1048# endif
1052# endif 1049# endif
1050#endif
1053 1051
1054/* Returns the weight of the given object. Note: it does not take the number of 1052/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 1053 * items (nrof) into account.
1056 */ 1054 */
1057# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 1055#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058 1056
1059 1057
1060/* Code fastening defines 1058/* Code fastening defines
1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by 1059 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062 * buf__ and increment buf__ position so it will point to the end of buf__. 1060 * buf__ and increment buf__ position so it will point to the end of buf__.
1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1064 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067 * keep in mind FAST_STRNCAT is faster since length of second argument is 1065 * keep in mind FAST_STRNCAT is faster since length of second argument is
1068 * kown in advance. 1066 * kown in advance.
1069 */ 1067 */
1070 1068
1071# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1069#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1070#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__);} 1071#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074# define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1072#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 1073
1076 /* You may uncomment following define to check sanity of code. 1074 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros) 1075 * But use as debug only (loses all speed gained by those macros)
1078 */ 1076 */
1079 1077
1092 * to keep the client up to date too! 1090 * to keep the client up to date too!
1093 */ 1091 */
1094 1092
1095 1093
1096/* message types */ 1094/* message types */
1097# define MSG_TYPE_BOOK 1 1095#define MSG_TYPE_BOOK 1
1098# define MSG_TYPE_CARD 2 1096#define MSG_TYPE_CARD 2
1099# define MSG_TYPE_PAPER 3 1097#define MSG_TYPE_PAPER 3
1100# define MSG_TYPE_SIGN 4 1098#define MSG_TYPE_SIGN 4
1101# define MSG_TYPE_MONUMENT 5 1099#define MSG_TYPE_MONUMENT 5
1102# define MSG_TYPE_SCRIPTED_DIALOG 6 1100#define MSG_TYPE_SCRIPTED_DIALOG 6
1103# define MSG_TYPE_MOTD 7 1101#define MSG_TYPE_MOTD 7
1104# define MSG_TYPE_ADMIN 8 1102#define MSG_TYPE_ADMIN 8
1105# define MSG_TYPE_LAST 9 1103#define MSG_TYPE_LAST 9
1106 1104
1107# define MSG_SUBTYPE_NONE 0 1105#define MSG_SUBTYPE_NONE 0
1108 1106
1109/* book messages subtypes */ 1107/* book messages subtypes */
1110# define MSG_TYPE_BOOK_CLASP_1 1 1108#define MSG_TYPE_BOOK_CLASP_1 1
1111# define MSG_TYPE_BOOK_CLASP_2 2 1109#define MSG_TYPE_BOOK_CLASP_2 2
1112# define MSG_TYPE_BOOK_ELEGANT_1 3 1110#define MSG_TYPE_BOOK_ELEGANT_1 3
1113# define MSG_TYPE_BOOK_ELEGANT_2 4 1111#define MSG_TYPE_BOOK_ELEGANT_2 4
1114# define MSG_TYPE_BOOK_QUARTO_1 5 1112#define MSG_TYPE_BOOK_QUARTO_1 5
1115# define MSG_TYPE_BOOK_QUARTO_2 6 1113#define MSG_TYPE_BOOK_QUARTO_2 6
1116# define MSG_TYPE_BOOK_SPELL_EVOKER 7 1114#define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117# define MSG_TYPE_BOOK_SPELL_PRAYER 8 1115#define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118# define MSG_TYPE_BOOK_SPELL_PYRO 9 1116#define MSG_TYPE_BOOK_SPELL_PYRO 9
1119# define MSG_TYPE_BOOK_SPELL_SORCERER 10 1117#define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 1118#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121 1119
1122/* card messages subtypes*/ 1120/* card messages subtypes*/
1123# define MSG_TYPE_CARD_SIMPLE_1 1 1121#define MSG_TYPE_CARD_SIMPLE_1 1
1124# define MSG_TYPE_CARD_SIMPLE_2 2 1122#define MSG_TYPE_CARD_SIMPLE_2 2
1125# define MSG_TYPE_CARD_SIMPLE_3 3 1123#define MSG_TYPE_CARD_SIMPLE_3 3
1126# define MSG_TYPE_CARD_ELEGANT_1 4 1124#define MSG_TYPE_CARD_ELEGANT_1 4
1127# define MSG_TYPE_CARD_ELEGANT_2 5 1125#define MSG_TYPE_CARD_ELEGANT_2 5
1128# define MSG_TYPE_CARD_ELEGANT_3 6 1126#define MSG_TYPE_CARD_ELEGANT_3 6
1129# define MSG_TYPE_CARD_STRANGE_1 7 1127#define MSG_TYPE_CARD_STRANGE_1 7
1130# define MSG_TYPE_CARD_STRANGE_2 8 1128#define MSG_TYPE_CARD_STRANGE_2 8
1131# define MSG_TYPE_CARD_STRANGE_3 9 1129#define MSG_TYPE_CARD_STRANGE_3 9
1132# define MSG_TYPE_CARD_MONEY_1 10 1130#define MSG_TYPE_CARD_MONEY_1 10
1133# define MSG_TYPE_CARD_MONEY_2 11 1131#define MSG_TYPE_CARD_MONEY_2 11
1134# define MSG_TYPE_CARD_MONEY_3 12 1132#define MSG_TYPE_CARD_MONEY_3 12
1135 1133
1136/* Paper messages subtypes */ 1134/* Paper messages subtypes */
1137# define MSG_TYPE_PAPER_NOTE_1 1 1135#define MSG_TYPE_PAPER_NOTE_1 1
1138# define MSG_TYPE_PAPER_NOTE_2 2 1136#define MSG_TYPE_PAPER_NOTE_2 2
1139# define MSG_TYPE_PAPER_NOTE_3 3 1137#define MSG_TYPE_PAPER_NOTE_3 3
1140# define MSG_TYPE_PAPER_LETTER_OLD_1 4 1138#define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141# define MSG_TYPE_PAPER_LETTER_OLD_2 5 1139#define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142# define MSG_TYPE_PAPER_LETTER_NEW_1 6 1140#define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143# define MSG_TYPE_PAPER_LETTER_NEW_2 7 1141#define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144# define MSG_TYPE_PAPER_ENVELOPE_1 8 1142#define MSG_TYPE_PAPER_ENVELOPE_1 8
1145# define MSG_TYPE_PAPER_ENVELOPE_2 9 1143#define MSG_TYPE_PAPER_ENVELOPE_2 9
1146# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 1144#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 1145#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 1146#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 1147#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 1148#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151 1149
1152/* road signs messages subtypes */ 1150/* road signs messages subtypes */
1153# define MSG_TYPE_SIGN_BASIC 1 1151#define MSG_TYPE_SIGN_BASIC 1
1154# define MSG_TYPE_SIGN_DIR_LEFT 2 1152#define MSG_TYPE_SIGN_DIR_LEFT 2
1155# define MSG_TYPE_SIGN_DIR_RIGHT 3 1153#define MSG_TYPE_SIGN_DIR_RIGHT 3
1156# define MSG_TYPE_SIGN_DIR_BOTH 4 1154#define MSG_TYPE_SIGN_DIR_BOTH 4
1157 1155
1158/* stones and monument messages */ 1156/* stones and monument messages */
1159# define MSG_TYPE_MONUMENT_STONE_1 1 1157#define MSG_TYPE_MONUMENT_STONE_1 1
1160# define MSG_TYPE_MONUMENT_STONE_2 2 1158#define MSG_TYPE_MONUMENT_STONE_2 2
1161# define MSG_TYPE_MONUMENT_STONE_3 3 1159#define MSG_TYPE_MONUMENT_STONE_3 3
1162# define MSG_TYPE_MONUMENT_STATUE_1 4 1160#define MSG_TYPE_MONUMENT_STATUE_1 4
1163# define MSG_TYPE_MONUMENT_STATUE_2 5 1161#define MSG_TYPE_MONUMENT_STATUE_2 5
1164# define MSG_TYPE_MONUMENT_STATUE_3 6 1162#define MSG_TYPE_MONUMENT_STATUE_3 6
1165# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 1163#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 1164#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 1165#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168# define MSG_TYPE_MONUMENT_WALL_1 10 1166#define MSG_TYPE_MONUMENT_WALL_1 10
1169# define MSG_TYPE_MONUMENT_WALL_2 11 1167#define MSG_TYPE_MONUMENT_WALL_2 11
1170# define MSG_TYPE_MONUMENT_WALL_3 12 1168#define MSG_TYPE_MONUMENT_WALL_3 12
1171 1169
1172/*some readable flags*/ 1170/*some readable flags*/
1173 1171
1174/* dialog messsage */ 1172/* dialog messsage */
1175# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ 1173#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ 1174#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ 1175#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178 1176
1179/* admin messages */ 1177/* admin messages */
1180# define MSG_TYPE_ADMIN_RULES 1 1178#define MSG_TYPE_ADMIN_RULES 1
1181# define MSG_TYPE_ADMIN_NEWS 2 1179#define MSG_TYPE_ADMIN_NEWS 2
1182 1180
1183#endif /* DEFINE_H */ 1181#endif /* DEFINE_H */
1182

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