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Comparing deliantra/server/include/define.h (file contents):
Revision 1.12 by root, Fri Sep 29 11:53:08 2006 UTC vs.
Revision 1.40 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
43 * The following should still hopefully result in an error. 44 * The following should still hopefully result in an error.
44 */ 45 */
45error - Your ANSI C compiler should be defining __STDC__; 46error - Your ANSI C compiler should be defining __STDC__;
46#endif 47#endif
47 48
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 49#include <autoconf.h>
50#endif
51 50
52#define FONTDIR "" 51#define FONTDIR ""
53#define FONTNAME "" 52#define FONTNAME ""
54 53
55/* Decstations have trouble with fabs()... */ 54/* Decstations have trouble with fabs()... */
112 * flags 111 * flags
113 * Also, if you add new entries, try and fill up the holes in this list. 112 * Also, if you add new entries, try and fill up the holes in this list.
114 * Additionally, when you add a new entry, include it in the table in item.c 113 * Additionally, when you add a new entry, include it in the table in item.c
115 */ 114 */
116 115
117/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
118 119
119#define PLAYER 1 120/* type 0 objects have the default behaviour */
120#define TRANSPORT 2 /* see doc/Developers/objects */ 121
121#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
122#define TREASURE 4 125#define TREASURE 4
123#define POTION 5 126#define POTION 5
124#define FOOD 6 127#define FOOD 6
125#define POISON 7 128#define POISON 7
126#define BOOK 8 129#define BOOK 8
127#define CLOCK 9 130#define CLOCK 9
128 131
129/*#define FBULLET 10 */ 132#define ARROW 13
130 133#define BOW 14
131/*#define FBALL 11 */
132#define LIGHTNING 12
133#define ARROW 13
134#define BOW 14
135#define WEAPON 15 134#define WEAPON 15
136#define ARMOUR 16 135#define ARMOUR 16
137#define PEDESTAL 17 136#define PEDESTAL 17
138#define ALTAR 18 137#define ALTAR 18
139 138
140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
143#define MAP 22 141#define MAP 22
144#define DOOR 23 142#define DOOR 23
145#define KEY 24 143#define KEY 24
146 144
147/*#define MMISSILE 25 */
148#define TIMED_GATE 26 145#define TIMED_GATE 26
149#define TRIGGER 27 146#define TRIGGER 27
150#define GRIMREAPER 28 147#define GRIMREAPER 28
151#define MAGIC_EAR 29 148#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
153#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
154#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
155#define SHIELD 33 152#define SHIELD 33
156#define HELMET 34 153#define HELMET 34
157#define HORN 35 154#define HORN 35
158#define MONEY 36 155#define MONEY 36
159#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
160#define GRAVESTONE 38 157#define GRAVESTONE 38
161#define AMULET 39 158#define AMULET 39
162#define PLAYERMOVER 40 159#define PLAYERMOVER 40
163#define TELEPORTER 41 160#define TELEPORTER 41
164#define CREATOR 42 161#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
167 /* experience for broad skill categories. This value */
168 /* is now automatically converteed at load time. */
169#define EARTHWALL 45 164#define EARTHWALL 45
170#define GOLEM 46 165#define GOLEM 46
171 166
172/*#define BOMB 47 */
173#define THROWN_OBJ 48 167#define THROWN_OBJ 48
174#define BLINDNESS 49 168#define BLINDNESS 49
175#define GOD 50 169#define GOD 50
176
177#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
178 /* which notices the presense of */ 171 * which notices the presense of
179 /* another object and is triggered */ 172 * another object and is triggered
180 /* like buttons. */ 173 * like buttons.
174 */
181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
182 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
183#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
184#define DRINK 54 179#define DRINK 54
185#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
186 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
187#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
188#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
190 186
191#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
192 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
193#define GEM 60 189 */
190#define GEM 60
194 191
195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
196#define FIREWALL 62 192#define FIREWALL 62
197#define ANVIL 63 193#define ANVIL 63
198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
200 * values of last_sp set how to change: 196 * values of last_sp set how to change:
201 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
202 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
203 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
204 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
205 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
206#define EXIT 66 202#define EXIT 66
207#define ENCOUNTER 67 203#define ENCOUNTER 67
208#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
209#define SHOP_MAT 69 205#define SHOP_MAT 69
210#define RING 70 206#define RING 70
211#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
212#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
213#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
214#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
215#define LIGHTER 75 211#define LIGHTER 75
216 212
217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
218 * types are not used in any archetypes, and should perhaps be removed.
219 */
220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
221 214
222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
224#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
225 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
226 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
227 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
228 chairs from here. */ 220 chairs from here. */
229#define MONSTER 80 221
230 /* yes, thats a real, living creature */ 222#define LAMP 82 /* a lamp */
231#define SPAWN_GENERATOR 81
232 /* a spawn point or monster generator object */
233#define LAMP 82 /* a lamp */
234#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
235#define TOOL 84 /* a tool for building objects */ 224
236#define SPELLBOOK 85 225#define SPELLBOOK 85
237#define BUILDFAC 86 /* facilities for building objects */
238#define CLOAK 87
239 226
240/*#define CONE 88 */ 227#define CLOAK 87
241 228
242 /*#define AURA 89 *//* aura spell object */
243
244#define SPINNER 90 229#define SPINNER 90
245#define GATE 91 230#define GATE 91
246#define BUTTON 92 231#define BUTTON 92
247#define CF_HANDLE 93 232#define CF_HANDLE 93
248#define HOLE 94 233#define HOLE 94
249#define TRAPDOOR 95 234#define TRAPDOOR 95
250 235
251/*#define WORD_OF_RECALL 96 */ 236#define SIGN 98
252 237#define BOOTS 99
253/*#define PARAIMAGE 97 */
254#define SIGN 98
255#define BOOTS 99
256#define GLOVES 100 238#define GLOVES 100
257#define SPELL 101 239#define SPELL 101
258#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
259#define CONVERTER 103 241#define CONVERTER 103
260#define BRACERS 104 242#define BRACERS 104
261#define POISONING 105 243#define POISONING 105
262#define SAVEBED 106 244#define SAVEBED 106
263#define POISONCLOUD 107
264#define FIREHOLES 108
265#define WAND 109
266 245
267/*#define ABILITY 110*/ 246#define WAND 109
247
268#define SCROLL 111 248#define SCROLL 111
269#define DIRECTOR 112 249#define DIRECTOR 112
270#define GIRDLE 113 250#define GIRDLE 113
271#define FORCE 114 251#define FORCE 114
272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
275#define CONTAINER 122 256#define CONTAINER 122
276#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
277#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
278 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
279/* unused: 125 - 129 319/* unused: 125 - 129
280 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
281 */ 321 */
282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 322//#define CANCELLATION 141 /* not used with new spell code */
283#define DEEP_SWAMP 138 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
284#define IDENTIFY_ALTAR 139 324//#define SWARM_SPELL 153
285
286 /*#define CANCELLATION 141*//* not used with new spell code */
287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288
289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
290
291/*#define SWARM_SPELL 153*/
292#define RUNE 154
293#define TRAP 155
294
295#define POWER_CRYSTAL 156
296#define CORPSE 157
297
298#define DISEASE 158
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161/* Material for building */
302
303/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
304#define ITEM_TRANSFORMER 163/* Transforming one item with another */
305#define QUEST 164/* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */
308 327
309/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
310 329
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
312 331
382#define PU_READABLES 0x00400000 401#define PU_READABLES 0x00400000
383#define PU_MAGIC_DEVICE 0x00800000 402#define PU_MAGIC_DEVICE 0x00800000
384 403
385#define PU_NOT_CURSED 0x01000000 404#define PU_NOT_CURSED 0x01000000
386#define PU_JEWELS 0x02000000 405#define PU_JEWELS 0x02000000
406#define PU_FLESH 0x04000000
387 407
388 408
389/* Instead of using arbitrary constants for indexing the 409/* Instead of using arbitrary constants for indexing the
390 * freearr, add these values. <= SIZEOFFREE1 will get you 410 * freearr, add these values. <= SIZEOFFREE1 will get you
391 * within 1 space. <= SIZEOFFREE2 wll get you withing 411 * within 1 space. <= SIZEOFFREE2 wll get you withing
396#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
397#define SIZEOFFREE 49 417#define SIZEOFFREE 49
398 418
399#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
400 420
401/* Flag structure now changed. 421/*
402 * Each flag is now a bit offset, starting at zero. The macros
403 * will update/read the appropriate flag element in the object
404 * structure.
405 *
406 * Hopefully, since these offsets are integer constants set at run time,
407 * the compiler will reduce the macros something as simple as the
408 * old system was.
409 *
410 * Flags now have FLAG as the prefix. This to be clearer, and also
411 * to make sure F_ names are not still being used anyplace.
412 *
413 * The macros below assume that the flag size for each element is 32
414 * bits. IF it is smaller, bad things will happen. See structs.h
415 * for more info.
416 *
417 * All functions should use the macros below. In process of converting
418 * to the new system, I find several files that did not use the previous
419 * macros.
420 *
421 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 423 * common/loader.l is updated.
423 *
424 * flags[0] is 0 to 31
425 * flags[1] is 32 to 63
426 * flags[2] is 64 to 95
427 * flags[3] is 96 to 127
428 */ 424 */
429 425
430/* Basic routines to do above */ 426/* Basic routines to do above */
431#define SET_FLAG(xyz, p) \ 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
432 ((xyz)->flags[p/32] |= (1U << (p % 32))) 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
433#define CLEAR_FLAG(xyz, p) \ 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
434 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
435#define QUERY_FLAG(xyz, p) \
436 ((xyz)->flags[p/32] & (1U << (p % 32)))
437#define COMPARE_FLAGS(p,q) \
438 ( \
439 ((p)->flags[0] == (q)->flags[0]) && \
440 ((p)->flags[1] == (q)->flags[1]) && \
441 ((p)->flags[2] == (q)->flags[2]) && \
442 ((p)->flags[3] == (q)->flags[3]) \
443 )
444
445/* convenience macros to determine what kind of things we are dealing with */
446
447#define IS_WEAPON(op) \
448 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
449
450#define IS_ARMOR(op) \
451 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
452 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
453 op->type == BRACERS || op->type == GIRDLE)
454
455#define IS_LIVE(op) \
456 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
457 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
458 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459
460#define IS_ARROW(op) \
461 (op->type==ARROW || \
462 (op->type==SPELL_EFFECT && \
463 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
464
465/* This return TRUE if object has still randomitems which
466 * could be expanded.
467 */
468#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
469 430
470/* the flags */ 431/* the flags */
471 432
472#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
473#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
494 455
495#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
496#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
497#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18
498 /* Will be applied when created */ 459 /* Will be applied when created */
499#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
500#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
501#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
502#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
503#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
504#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
620 object */ 581 object */
621#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 582#define FLAG_NEUTRAL 100 /* monster is from type neutral */
622#define FLAG_NO_ATTACK 101 /* monster don't attack */ 583#define FLAG_NO_ATTACK 101 /* monster don't attack */
623#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 584#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
624#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 585#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
625 * load_original_map() */ 586 * load_original_map() */
626#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 587#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
627 * the overlay, and is not subject to 588 * the overlay, and is not subject to
628 * decay. */ 589 * decay. */
629#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 590#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
630#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 591#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
631#define FLAG_IS_WATER 107 592#define FLAG_IS_WATER 107
632#define FLAG_CONTENT_ON_GEN 108 593#define FLAG_CONTENT_ON_GEN 108
633#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 594#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
634#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 595#define FLAG_IS_BUILDABLE 110 /* Can build on item */
635#define FLAG_AFK 111 /* Player is AFK */ 596#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
597#define FLAG_NO_SAVE 112 // item doesn't get saved with map
598
636#define NUM_FLAGS 111 /* Should always be equal to the last 599#define NUM_FLAGS 113 /* Should always be equal to the last
637 * defined flag. If you change this, 600 * defined flag + 1. If you change this,
638 * make sure you update the flag_links 601 * make sure you update the flag_links
639 * in common/loader.l 602 * in common/loader.l
640 */ 603 */
641 604
642/* Values can go up to 127 before the size of the flags array in the 605/* Values can go up to 127 before the size of the flags array in the
643 * object structure needs to be enlarged. 606 * object structure needs to be enlarged.
644 * So there are 18 available flags slots 607 * So there are 18 available flags slots
645 */ 608 */
697 * Add check - if type is 0, don't stop anything from moving 660 * Add check - if type is 0, don't stop anything from moving
698 * onto it. 661 * onto it.
699 * 662 *
700 */ 663 */
701#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 664#define OB_TYPE_MOVE_BLOCK(ob1, type) \
702 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 665 ((type) && (ob1->move_type & type) == ob1->move_type)
703 666
704 667
705#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
706#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
707#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
849 /* changing directions */ 812 /* changing directions */
850 /* this is VERTICAL movement */ 813 /* this is VERTICAL movement */
851#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 814#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
852#define HI4 240 815#define HI4 240
853 816
854/*
855 * Use of the state-variable in player objects:
856 */
857
858#define ST_PLAYING 0
859#define ST_PLAY_AGAIN 1
860#define ST_ROLL_STAT 2
861#define ST_CHANGE_CLASS 3
862#define ST_CONFIRM_QUIT 4
863#define ST_CONFIGURE 5
864#define ST_GET_NAME 6
865#define ST_GET_PASSWORD 7
866#define ST_CONFIRM_PASSWORD 8
867#define ST_GET_PARTY_PASSWORD 10
868
869#define BLANK_FACE_NAME "blank.111" 817#define BLANK_FACE_NAME "blank.x11"
870#define EMPTY_FACE_NAME "empty.111" 818#define EMPTY_FACE_NAME "empty.x11"
871#define DARK_FACE1_NAME "dark1.111" 819#define DARK_FACE1_NAME "dark1.x11"
872#define DARK_FACE2_NAME "dark2.111" 820#define DARK_FACE2_NAME "dark2.x11"
873#define DARK_FACE3_NAME "dark3.111" 821#define DARK_FACE3_NAME "dark3.x11"
874#define SMOOTH_FACE_NAME "default_smoothed.111" 822#define SMOOTH_FACE_NAME "default_smoothed.111"
875 823
876/* 824/*
877 * Defines for the luck/random functions to make things more readable 825 * Defines for the luck/random functions to make things more readable
878 */ 826 */
1017#define CAN_APPLY_UNAPPLY 0x10 965#define CAN_APPLY_UNAPPLY 0x10
1018#define CAN_APPLY_UNAPPLY_MULT 0x20 966#define CAN_APPLY_UNAPPLY_MULT 0x20
1019#define CAN_APPLY_UNAPPLY_CHOICE 0x40 967#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1020 968
1021/* Cut off point of when an object is put on the active list or not */ 969/* Cut off point of when an object is put on the active list or not */
1022#define MIN_ACTIVE_SPEED 0.00001 970#define MIN_ACTIVE_SPEED 1e-5
1023 971
1024/* 972/*
1025 * random() is much better than rand(). If you have random(), use it instead. 973 * random() is much better than rand(). If you have random(), use it instead.
1026 * You shouldn't need to change any of this 974 * You shouldn't need to change any of this
1027 * 975 *
1031 * 979 *
1032 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 980 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1033 * here. 981 * here.
1034 */ 982 */
1035 983
1036#ifdef HAVE_SRANDOM
1037# define RANDOM() random() 984#define RANDOM() random()
1038# define SRANDOM(xyz) srandom(xyz) 985#define SRANDOM(xyz) srandom(xyz)
1039#else
1040# ifdef HAVE_SRAND48
1041# define RANDOM() lrand48()
1042# define SRANDOM(xyz) srand48(xyz)
1043# else
1044# ifdef HAVE_SRAND
1045# define RANDOM() rand()
1046# define SRANDOM(xyz) srand(xyz)
1047# else
1048# error "Could not find a usable random routine"
1049# endif
1050# endif
1051#endif
1052 986
1053/* Returns the weight of the given object. Note: it does not take the number of 987/* Returns the weight of the given object. Note: it does not take the number of
1054 * items (nrof) into account. 988 * items (nrof) into account.
1055 */ 989 */
1056#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 990#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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