/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
/* This file is best viewed with a window width of about 100 character */
/* This file is really too large. With all the .h files
* around, this file should be better split between them - things
* that deal with objects should be in objects.h, things dealing
* with players in player.h, etc. As it is, everything just seems
* to be dumped in here.
*/
#ifndef DEFINE_H
#define DEFINE_H
#include
#define FONTDIR ""
#define FONTNAME ""
#ifdef __NetBSD__
# include
#endif
#define MAXLEVEL 115 // for treasure calculations only
// maximum length of an object name in the protocol
#define NAME_LEN 127
#define MAX_STAT 30 /* The maximum legal value of any stat */
#define MIN_STAT 1 /* The minimum legal value of any stat */
//TODO: not only use more reasonable values, also enforce them
#define MIN_WC -120
#define MAX_WC 120
#define MIN_AC -120
#define MAX_AC 120
#define MIN_DAM 0
#define MAX_DAM 200
#define MIN_DIGESTION -35
#define MAX_DIGESTION 70
#define MAX_BUF 1024 /* Used for all kinds of things */
#define MAX_NAME 48
#define ATTUNE_REPELL 16 // levels diff for attune/repell
//TODO: remove all calls to fatal and replace them by cleanup
#define OUT_OF_MEMORY 0
#define MAP_ERROR 1
#define ARCHTABLE_TOO_SMALL 2 // unused
#define TOO_MANY_ERRORS 3
/* TYPE DEFINES */
/* Only add new values to this list if somewhere in the program code,
* it is actually needed. Just because you add a new monster does not
* mean it has to have a type defined here. That only needs to happen
* if in some .c file, it needs to do certain special actions based on
* the monster type, that can not be handled by any of the numerous
* flags
* Also, if you add new entries, try and fill up the holes in this list.
* Additionally, when you add a new entry, include it in the table in item.c
*/
/* USED TYPES: (for dead types please look at the bottom of the type
* definitions)
*/
/* type 0 objects have the default behaviour */
#define PLAYER 1
#define TRANSPORT 2 /* see pod/objects.pod */
#define ROD 3
#define TREASURE 4
#define POTION 5
#define FOOD 6
#define POISON 7
#define BOOK 8
#define CLOCK 9
//10
//11
//12
#define ARROW 13
#define BOW 14
#define WEAPON 15
#define ARMOUR 16
#define PEDESTAL 17
#define ALTAR 18
#define T_MATCH 19
#define LOCKED_DOOR 20
#define SPECIAL_KEY 21
#define MAP 22
#define DOOR 23
#define KEY 24
//25
#define TIMED_GATE 26
#define TRIGGER 27
#define GRIMREAPER 28
#define MAGIC_EAR 29
#define TRIGGER_BUTTON 30
#define TRIGGER_ALTAR 31
#define TRIGGER_PEDESTAL 32
#define SHIELD 33
#define HELMET 34
#define HORN 35
#define MONEY 36
#define CLASS 37 /* object for applying character class modifications to someone */
#define GRAVESTONE 38
#define AMULET 39
#define PLAYERMOVER 40
#define TELEPORTER 41
#define CREATOR 42
#define SKILL 43 /* also see SKILL_TOOL (74) below */
//44
#define EARTHWALL 45
#define GOLEM 46
//47
#define THROWN_OBJ 48
#define BLINDNESS 49
#define GOD 50
#define DETECTOR 51 /* peterm: detector is an object
* which notices the presense of
* another object and is triggered
* like buttons.
*/
#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
* force into a player with a specified string WHEN TRIGGERED.
*/
#define DEAD_OBJECT 53
#define DRINK 54
#define MARKER 55 /* inserts an invisible, weightless
* force into a player with a specified string.
*/
#define HOLY_ALTAR 56
#define PLAYER_CHANGER 57
#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
#define PEACEMAKER 59 /* Object owned by a player which can convert
* a monster into a peaceful being incapable of attack.
*/
#define GEM 60
//61
#define FIREWALL 62
#define ANVIL 63
#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
#define MOOD_FLOOR 65 /*
* values of last_sp set how to change:
* 0 = furious, all monsters become aggressive
* 1 = angry, all but friendly become aggressive
* 2 = calm, all aggressive monsters calm down
* 3 = sleep, all monsters fall asleep
* 4 = charm, monsters become pets
* 5 = destroy monsters
* 6 = destroy pets / friendlies
*/
#define EXIT 66
#define ENCOUNTER 67
#define SHOP_FLOOR 68
#define SHOP_MAT 69
#define RING 70
#define FLOOR 71 /* this is a floor tile -> native layer 0 */
#define FLESH 72 /* animal 'body parts' -b.t. */
#define INORGANIC 73 /* metals and minerals */
#define SKILL_TOOL 74 /* Allows the use of a skill */
#define LIGHTER 75
//76
#define BUILDABLE_WALL 77 /* this is a buildable wall */
//78
#define MISC_OBJECT 79 /* misc. objects are for objects without a function
in the engine. Like statues, clocks, chairs,...
If perhaps we create a function where we can sit
on chairs, we create a new type and remove all
chairs from here. */
//80
#define TORCH 81 /* a torch */
#define LAMP 82 /* a lamp */
#define DUPLICATOR 83 /* duplicator/multiplier object */
//84
#define SPELLBOOK 85
//86
#define CLOAK 87
//88
//89
#define SPINNER 90
#define GATE 91
#define BUTTON 92
#define T_HANDLE 93
#define HOLE 94
#define TRAPDOOR 95
//96
//97
#define SIGN 98
#define BOOTS 99
#define GLOVES 100
#define SPELL 101
#define SPELL_EFFECT 102
#define CONVERTER 103
#define BRACERS 104
#define POISONING 105
#define SAVEBED 106
//107
//108
#define WAND 109
#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
#define SCROLL 111
#define DIRECTOR 112
#define GIRDLE 113
#define FORCE 114
#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
//117
//118
//119
//120
#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
#define CONTAINER 122
#define ARMOUR_IMPROVER 123
#define WEAPON_IMPROVER 124
//125
//126
//127
//128
//129
#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
//131
//132
//133
//134
//135
//136
//137
#define DEEP_SWAMP 138
#define IDENTIFY_ALTAR 139
//140
//141
//142
//143
//144
//145
//146
//147
//148
//149
#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
//151
//152
//153
#define RUNE 154
#define TRAP 155
#define POWER_CRYSTAL 156
#define CORPSE 157
#define DISEASE 158
#define SYMPTOM 159
#define BUILDER 160 /* Generic item builder, see subtypes */
#define MATERIAL 161 /* Material for building */
//162
#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
#define MAPSCRIPT 164 /* A perl-scripted connectable */
#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
potions, alchemy, or magic works here (elmex) */
#define NUM_TYPES 166 // must be max(type) + 1
/* END TYPE DEFINE */
// maximum supported subtype number + 1, can be increased to 256
// currently (2007-09) in use: 50
#define NUM_SUBTYPES 64
/* Subtypes for BUILDER */
#define ST_BD_BUILD 1 /* Builds an item */
#define ST_BD_REMOVE 2 /* Removes an item */
/* Subtypes for MATERIAL */
#define ST_MAT_FLOOR 1 /* Floor */
#define ST_MAT_WALL 2 /* Wall */
#define ST_MAT_ITEM 3 /* All other items, including doors & such */
/* definitions for weapontypes */
#define WEAP_HIT 0 /* the basic */
#define WEAP_SLASH 1 /* slash */
#define WEAP_PIERCE 2 /* arrows, stiletto */
#define WEAP_CLEAVE 3 /* axe */
#define WEAP_SLICE 4 /* katana */
#define WEAP_STAB 5 /* knife, dagger */
#define WEAP_WHIP 6 /* whips n chains */
#define WEAP_CRUSH 7 /* big hammers, flails */
#define WEAP_BLUD 8 /* bludgeoning, club, stick */
typedef struct typedata
{
int number;
const char *name;
const char *name_pl;
int identifyskill;
int identifyskill2;
} typedata;
extern const int ItemTypesSize;
extern typedata ItemTypes[];
/* definitions for detailed pickup descriptions.
* The objective is to define intelligent groups of items that the
* user can pick up or leave as he likes. */
/* high bit as flag for new pickup options */
#define PU_NOTHING 0x00000000
#define PU_DEBUG 0x10000000
#define PU_INHIBIT 0x20000000
#define PU_STOP 0x40000000
#define PU_ENABLE 0x80000000 // used to distinguish value density
#define PU_RATIO 0x0000000F
#define PU_FOOD 0x00000010
#define PU_DRINK 0x00000020
#define PU_VALUABLES 0x00000040
#define PU_BOW 0x00000080
#define PU_ARROW 0x00000100
#define PU_HELMET 0x00000200
#define PU_SHIELD 0x00000400
#define PU_ARMOUR 0x00000800
#define PU_BOOTS 0x00001000
#define PU_GLOVES 0x00002000
#define PU_CLOAK 0x00004000
#define PU_KEY 0x00008000
#define PU_MISSILEWEAPON 0x00010000
#define PU_ALLWEAPON 0x00020000
#define PU_MAGICAL 0x00040000
#define PU_POTION 0x00080000
#define PU_SPELLBOOK 0x00100000
#define PU_SKILLSCROLL 0x00200000
#define PU_READABLES 0x00400000
#define PU_MAGIC_DEVICE 0x00800000
#define PU_NOT_CURSED 0x01000000
#define PU_JEWELS 0x02000000
#define PU_FLESH 0x04000000
/* Instead of using arbitrary constants for indexing the
* freearr, add these values. <= SIZEOFFREE1 will get you
* within 1 space. <= SIZEOFFREE2 wll get you withing
* 2 spaces, and the entire array (< SIZEOFFREE) is
* three spaces
*/
#define SIZEOFFREE0 0
#define SIZEOFFREE1 8
#define SIZEOFFREE2 24
#define SIZEOFFREE3 48
#define SIZEOFFREE 49
#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
/*
* If any FLAG's are added or changed, make sure the flag_names structure in
* common/loader.C is updated.
*/
/* Basic routines to do above */
#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
/* the flags */
#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
#define FLAG_WIZ 1 /* Object has special privilegies */
#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
#define FLAG_FREED 3 /* Object is in the list of free objects */
#define FLAG_WIZLOOK 4 /* disable los and lighting */
#define FLAG_APPLIED 5 /* Object is ready for use by living */
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
#define FLAG_NO_PICK 8 /* Object can't be picked up */
/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
#define FLAG_MONSTER 14 /* Will attack players */
#define FLAG_FRIENDLY 15 /* Will help players */
#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
#define FLAG_CAN_ROLL 22 /* Object can be rolled */
#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */
#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
#define FLAG_HITBACK 33 /* Object will hit back when hit */
#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
#define FLAG_UNDEAD 36 /* Monster is undead */
#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
but can still attack at a distance */
/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
thru this object as if it wasn't there */
/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
#define FLAG_PICK_UP 48 /* Can pick up */
#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
#define FLAG_NO_DROP 50 /* Object can't be dropped */
#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
#define FLAG_XRAYS 61 /* X-ray vision */
#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
#define FLAG_SLEEP 66 /* NPC is sleeping */
#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
#define FLAG_STEALTH 71 /* Will wake monsters with less range */
#define FLAG_WIZPASS 72 /* The wizard can go through walls */
#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
#define FLAG_CURSED 74 /* The object is cursed */
#define FLAG_DAMNED 75 /* The object is _very_ cursed */
#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
#define FLAG_PRECIOUS 83 // object is precious (pets)
#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
#define FLAG_NO_STEAL 96 /* Item can't be stolen */
#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
* away (replaces ghosthit)
*/
#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
#define FLAG_BERSERK 99 /* monster will attack closest living
object */
#define FLAG_NEUTRAL 100 /* monster is from type neutral */
#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
* load_original_map() */
#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
#define FLAG_IS_WATER 107
#define FLAG_CONTENT_ON_GEN 108
#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
#define FLAG_IS_BUILDABLE 110 /* Can build on item */
#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
#define NUM_FLAGS 113 /* Should always be equal to the last
* defined flag + 1. If you change this,
* make sure you update the flag_links
* in common/loader.l
*/
/* If you add new movement types, you may need to update
* describe_item() so properly describe those types.
* change_abil() probably should be updated also.
*/
#define MOVE_WALK 0x01 /* Object walks */
#define MOVE_FLY_LOW 0x02 /* Low flying object */
#define MOVE_FLY_HIGH 0x04 /* High flying object */
#define MOVE_FLYING 0x06
/* Combo of fly_low and fly_high */
#define MOVE_SWIM 0x08 /* Swimming object */
#define MOVE_BOAT 0x10 /* Boats/sailing */
#define MOVE_SHIP 0x20 /* boats suitable for oceans */
#define MOVE_ALL 0x3f /* Mask of all movement types */
/* typdef here to define type large enough to hold bitmask of
* all movement types. Make one declaration so easy to update.
*/
typedef unsigned char MoveType;
/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
* Basically, ob2 has to block all of ob1 movement types.
*/
#define OB_MOVE_BLOCK(ob1, ob2) \
((ob1->move_type & ob2->move_block) == ob1->move_type)
/* Basic macro to see if if ob1 can not move onto a space based
* on the 'type' move_block parameter
* Add check - if type is 0, don't stop anything from moving
* onto it.
*
*/
#define OB_TYPE_MOVE_BLOCK(ob1, type) \
((type) && (ob1->move_type & type) == ob1->move_type)
#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */
#define EXIT_PATH(xyz) (xyz)->slaying
#define EXIT_LEVEL(xyz) (xyz)->stats.food
#define EXIT_X(xyz) (xyz)->stats.hp
#define EXIT_Y(xyz) (xyz)->stats.sp
#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
/* for use by the lighting code */
#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
* large values allow objects that can
* slow down the game */
#define MAX_DARKNESS 5 /* maximum map darkness, there is no
* practical reason to exceed this */
#define LOS_MAX 4 /* max. los value for non-blocked spaces */
#define LOS_BLOCKED 100 /* fully blocked spaces */
#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
MAX_LIGHT_RADII:(xyz)->glow_radius;
// player position in blocked_los code
#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
#define F_BUY 0
#define F_SELL 1
#define F_TRUE 2 /* True value of item, unadjusted */
#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
#define F_APPROX 32 /* flag to give a guess of item value */
#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
#define DIRX(xyz) freearr_x[(xyz)->direction]
#define DIRY(xyz) freearr_y[(xyz)->direction]
#define ARMOUR_SPEED(xyz) (xyz)->last_sp
#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
#define WEAPON_SPEED(xyz) (xyz)->last_sp
/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
each of them signed char, concatenated in a int16 */
#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
#define FIRE_DIRECTIONAL 0
#define FIRE_POSITIONAL 1
/******************************************************************************/
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
/******************************************************************************/
/* if your monsters start acting wierd, mail me */
/******************************************************************************/
/* the following definitions are for the attack_movement variable in monsters */
/* if the attack_variable movement is left out of the monster archetype, or is*/
/* set to zero */
/* the standard mode of movement from previous versions of crossfire will be */
/* used. the upper four bits of movement data are not in effect when the monst*/
/* er has an enemy. these should only be used for non agressive monsters. */
/* to program a monsters movement add the attack movement numbers to the movem*/
/* ment numbers example a monster that moves in a circle until attacked and */
/* then attacks from a distance: */
/* CIRCLE1 = 32 */
/* + DISTATT = 1 */
/* ------------------- */
/* attack_movement = 33 */
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
#define RUNATT 2 /* run but attack if player catches up to object */
#define HITRUN 3 /* run to then hit player then run away cyclicly */
#define WAITATT 4 /* wait for player to approach then hit, move if hit */
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
#define ALLRUN 6 /* always run never attack good for sim. of weak player */
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
#define PETMOVE 16 /* if the upper four bits of attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
/* the monster will try to attack whatever the player is */
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
/* set, this is good for non-aggressive monsters and NPC */
#define CIRCLE2 48 /* same as above but a larger circle is used */
#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
#define RANDO2 112 /* constantly move in a different random direction */
#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
#define BLANK_FACE_NAME "blank.x11"
#define EMPTY_FACE_NAME "empty.x11"
/*
* Defines for the luck/random functions to make things more readable
*/
#define PREFER_HIGH 1
#define PREFER_LOW 0
/* Flags for apply_special() */
enum apply_flag
{
/* Basic flags/mode, always use one of these */
AP_TOGGLE = 0,
AP_APPLY = 1,
AP_UNAPPLY = 2,
AP_BASIC_FLAGS = 0x0f,
/* Optional flags, for bitwise or with a basic flag */
AP_NO_MERGE = 0x10,
AP_IGNORE_CURSE = 0x20,
AP_PRINT = 0x40, /* Print what to do, don't actually do it */
AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
};
/* Bitmask values for 'can_apply_object()' return values.
* the CAN_APPLY_ prefix is to just note what function the
* are returned from.
*
* CAN_APPLY_NEVER: who will never be able to use this - requires a body
* location who doesn't have.
* CAN_APPLY_RESTRICTION: There is some restriction from using this item -
* this basically means one of the FLAGS are set saying you can't
* use this.
* CAN_APPLY_NOT_MASK - this can be used to check the return value to see
* if this object can do anything to use this object. If the value
* returned from can_apply_object() anded with the mask is non zero,
* then it is out of the control of this creature to use the item.
* otherwise it means that by unequipping stuff, they could apply the object
* CAN_APPLY_UNAPPLY: Player needs to unapply something before applying
* this.
* CAN_APPLY_UNAPPLY_MULT: There are multiple items that need to be
* unapplied before this can be applied. Think of switching to
* a bow but you have a sword & shield - both the sword and
* shield need to be uneqipped before you can do the bow.
* CAN_APPLY_UNAPPLY_CHOICE: There is a choice of items to unapply before
* this one can be applied. Think of rings - human is wearing two
* rings and tries to apply one - there are two possible rings he
* could remove.
*
*/
#define CAN_APPLY_NEVER 0x1
#define CAN_APPLY_RESTRICTION 0x2
#define CAN_APPLY_NOT_MASK 0xf
#define CAN_APPLY_UNAPPLY 0x10
#define CAN_APPLY_UNAPPLY_MULT 0x20
#define CAN_APPLY_UNAPPLY_CHOICE 0x40
// Cut off point of when an object is put on the active list or not
// we use 2**-n because that can be represented exactly
// also make sure that this is a float, not double, constant
#define MIN_ACTIVE_SPEED (1.f / 65536.f)
/* have mercy on players and guarantee a somewhat higher speed */
#define MIN_PLAYER_SPEED 0.04f
/*
* Warning!
* If you add message types here, don't forget
* to keep the client up to date too!
*/
/* message types */
#define MSG_TYPE_BOOK 1
#define MSG_TYPE_CARD 2
#define MSG_TYPE_PAPER 3
#define MSG_TYPE_SIGN 4
#define MSG_TYPE_MONUMENT 5
#define MSG_TYPE_SCRIPTED_DIALOG 6
#define MSG_TYPE_MOTD 7
#define MSG_TYPE_ADMIN 8
#define MSG_TYPE_LAST 9
#define MSG_SUBTYPE_NONE 0
/* book messages subtypes */
#define MSG_TYPE_BOOK_CLASP_1 1
#define MSG_TYPE_BOOK_CLASP_2 2
#define MSG_TYPE_BOOK_ELEGANT_1 3
#define MSG_TYPE_BOOK_ELEGANT_2 4
#define MSG_TYPE_BOOK_QUARTO_1 5
#define MSG_TYPE_BOOK_QUARTO_2 6
#define MSG_TYPE_BOOK_SPELL_EVOKER 7
#define MSG_TYPE_BOOK_SPELL_PRAYER 8
#define MSG_TYPE_BOOK_SPELL_PYRO 9
#define MSG_TYPE_BOOK_SPELL_SORCERER 10
#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
/* card messages subtypes*/
#define MSG_TYPE_CARD_SIMPLE_1 1
#define MSG_TYPE_CARD_SIMPLE_2 2
#define MSG_TYPE_CARD_SIMPLE_3 3
#define MSG_TYPE_CARD_ELEGANT_1 4
#define MSG_TYPE_CARD_ELEGANT_2 5
#define MSG_TYPE_CARD_ELEGANT_3 6
#define MSG_TYPE_CARD_STRANGE_1 7
#define MSG_TYPE_CARD_STRANGE_2 8
#define MSG_TYPE_CARD_STRANGE_3 9
#define MSG_TYPE_CARD_MONEY_1 10
#define MSG_TYPE_CARD_MONEY_2 11
#define MSG_TYPE_CARD_MONEY_3 12
/* Paper messages subtypes */
#define MSG_TYPE_PAPER_NOTE_1 1
#define MSG_TYPE_PAPER_NOTE_2 2
#define MSG_TYPE_PAPER_NOTE_3 3
#define MSG_TYPE_PAPER_LETTER_OLD_1 4
#define MSG_TYPE_PAPER_LETTER_OLD_2 5
#define MSG_TYPE_PAPER_LETTER_NEW_1 6
#define MSG_TYPE_PAPER_LETTER_NEW_2 7
#define MSG_TYPE_PAPER_ENVELOPE_1 8
#define MSG_TYPE_PAPER_ENVELOPE_2 9
#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
/* road signs messages subtypes */
#define MSG_TYPE_SIGN_BASIC 1
#define MSG_TYPE_SIGN_DIR_LEFT 2
#define MSG_TYPE_SIGN_DIR_RIGHT 3
#define MSG_TYPE_SIGN_DIR_BOTH 4
/* stones and monument messages */
#define MSG_TYPE_MONUMENT_STONE_1 1
#define MSG_TYPE_MONUMENT_STONE_2 2
#define MSG_TYPE_MONUMENT_STONE_3 3
#define MSG_TYPE_MONUMENT_STATUE_1 4
#define MSG_TYPE_MONUMENT_STATUE_2 5
#define MSG_TYPE_MONUMENT_STATUE_3 6
#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
#define MSG_TYPE_MONUMENT_WALL_1 10
#define MSG_TYPE_MONUMENT_WALL_2 11
#define MSG_TYPE_MONUMENT_WALL_3 12
/*some readable flags*/
/* dialog messsage */
#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
/* admin messages */
#define MSG_TYPE_ADMIN_RULES 1
#define MSG_TYPE_ADMIN_NEWS 2
/**
* Maximum distance a player may hear a sound from.
* This is only used for client/server sound and say. If the sound source
* on the map is farther away than this, we don't sent it to the client.
*/
#define MAX_SOUND_DISTANCE 16
#define LOG_CHANNEL "log" // the plain and ugly standard server log
#define INFO_CHANNEL "info" // lower_left box
#define SAY_CHANNEL "say"
#define CHAT_CHANNEL "chat"
#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
/* The following are the color flags passed to new_draw_info.
*
* We also set up some control flags
*
* NDI = New Draw Info
*/
/* Color specifications - note these match the order in xutil.c */
/* Note 2: Black, the default color, is 0. Thus, it does not need to
* be implicitly specified.
*/
#define NDI_BLACK 0
#define NDI_WHITE 1
#define NDI_NAVY 2
#define NDI_RED 3
#define NDI_ORANGE 4
#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
#define NDI_DK_ORANGE 6 /* DarkOrange2 */
#define NDI_GREEN 7 /* SeaGreen */
#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
/* Than seagreen - also background color */
#define NDI_GREY 9
#define NDI_BROWN 10 /* Sienna */
#define NDI_GOLD 11
#define NDI_TAN 12 /* Khaki */
#define NDI_MAX_COLOR 12 /* Last value in */
#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
/* using an int anyways, so we have the space */
/* to still do all the flags */
#define NDI_REPLY 0x20 // is a direct reply to a user command
#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
#define NDI_ALL 0x2000 /* Inform all players of this message */
#define NDI_DEF 0x4000 // ignore colour for channel protocol
#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
#endif /* DEFINE_H */