1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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 */ |
26 | |
26 | |
27 | /* This file is really too large. With all the .h files |
27 | /* This file is really too large. With all the .h files |
… | |
… | |
32 | */ |
32 | */ |
33 | |
33 | |
34 | #ifndef DEFINE_H |
34 | #ifndef DEFINE_H |
35 | #define DEFINE_H |
35 | #define DEFINE_H |
36 | |
36 | |
37 | /* |
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38 | * Crossfire requires ANSI-C, but some compilers "forget" to define it. |
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39 | * Thus the prototypes made by cextract don't get included correctly. |
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40 | */ |
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41 | #if !defined(__STDC__) |
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42 | |
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43 | /* Removed # from start of following line. makedepend was picking it up. |
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44 | * The following should still hopefully result in an error. |
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45 | */ |
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46 | error - Your ANSI C compiler should be defining __STDC__; |
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47 | #endif |
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48 | |
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49 | #include <autoconf.h> |
37 | #include <autoconf.h> |
50 | |
38 | |
51 | #define FONTDIR "" |
39 | #define FONTDIR "" |
52 | #define FONTNAME "" |
40 | #define FONTNAME "" |
53 | |
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54 | /* Decstations have trouble with fabs()... */ |
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55 | #define FABS(x) ((x)<0?-(x):(x)) |
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56 | |
41 | |
57 | #ifdef __NetBSD__ |
42 | #ifdef __NetBSD__ |
58 | # include <sys/param.h> |
43 | # include <sys/param.h> |
59 | #endif |
44 | #endif |
60 | #ifndef MIN |
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61 | # define MIN(x,y) min (x, y) |
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62 | #endif |
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63 | #ifndef MAX |
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64 | # define MAX(x,y) max (x, y) |
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65 | #endif |
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66 | |
45 | |
67 | /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ |
46 | #define MAXLEVEL 115 // for treasure calculations only |
68 | #ifndef NAME_MAX |
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69 | # define NAME_MAX 255 |
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70 | #endif |
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71 | |
47 | |
72 | /* MAX3 is basically like MAX, but instead does 3 values. */ |
48 | // maximum length of an object name in the protocol |
73 | #ifndef MAX3 |
49 | #define NAME_LEN 127 |
74 | # define MAX3(x,y, z) (MAX(x, MAX(y,z))) |
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75 | #endif |
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76 | |
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77 | /* MIN3 is basically like MIN, but instead does 3 values. */ |
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78 | #ifndef MIN3 |
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79 | # define MIN3(x,y, z) (MIN(x, MIN(y,z))) |
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80 | #endif |
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81 | |
50 | |
82 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
51 | #define MAX_STAT 30 /* The maximum legal value of any stat */ |
83 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
52 | #define MIN_STAT 1 /* The minimum legal value of any stat */ |
84 | |
53 | |
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54 | #define MAX_FOOD 999 |
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55 | |
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56 | //TODO: not only use more reasonable values, also enforce them |
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57 | #define MIN_WC -120 |
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58 | #define MAX_WC 120 |
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59 | #define MIN_AC -120 |
85 | #define MAX_BUF 1024 |
60 | #define MAX_AC 120 |
86 | /* Used for all kinds of things */ |
61 | #define MIN_DAM 0 |
87 | #define VERY_BIG_BUF 2048 |
62 | #define MAX_DAM 200 |
88 | #define HUGE_BUF 4096 /* Used for messages - some can be quite long */ |
63 | #define MIN_DIGESTION -35 |
89 | #define SOCKET_BUFLEN 4096 /* Max length a packet could be */ |
64 | #define MAX_DIGESTION 70 |
90 | |
65 | |
91 | #define FONTSIZE 3000 /* Max chars in font */ |
66 | #define MAX_BUF 1024 /* Used for all kinds of things */ |
92 | |
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93 | #define MAX_ANIMATIONS 256 |
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94 | |
67 | |
95 | #define MAX_NAME 48 |
68 | #define MAX_NAME 48 |
96 | #define MAX_EXT_TITLE 98 |
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97 | |
69 | |
98 | /* Fatal variables: */ |
70 | #define ATTUNE_REPELL 16 // levels diff for attune/repell |
99 | #define OUT_OF_MEMORY 0 |
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100 | #define MAP_ERROR 1 |
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101 | #define ARCHTABLE_TOO_SMALL 2 |
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102 | #define TOO_MANY_ERRORS 3 |
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103 | |
71 | |
104 | /* TYPE DEFINES */ |
72 | /* TYPE DEFINES */ |
105 | |
73 | |
106 | /* Only add new values to this list if somewhere in the program code, |
74 | /* Only add new values to this list if somewhere in the program code, |
107 | * it is actually needed. Just because you add a new monster does not |
75 | * it is actually needed. Just because you add a new monster does not |
… | |
… | |
126 | #define POTION 5 |
94 | #define POTION 5 |
127 | #define FOOD 6 |
95 | #define FOOD 6 |
128 | #define POISON 7 |
96 | #define POISON 7 |
129 | #define BOOK 8 |
97 | #define BOOK 8 |
130 | #define CLOCK 9 |
98 | #define CLOCK 9 |
131 | |
99 | #define VEIN 10 // deliantra: mineral/ore/whatever vein |
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100 | #define RANGED 11 // deliantra: other range item (skill based) |
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101 | //12 |
132 | #define ARROW 13 |
102 | #define ARROW 13 |
133 | #define BOW 14 |
103 | #define BOW 14 |
134 | #define WEAPON 15 |
104 | #define WEAPON 15 |
135 | #define ARMOUR 16 |
105 | #define ARMOUR 16 |
136 | #define PEDESTAL 17 |
106 | #define PEDESTAL 17 |
137 | #define ALTAR 18 |
107 | #define ALTAR 18 |
138 | |
108 | #define T_MATCH 19 |
139 | #define LOCKED_DOOR 20 |
109 | #define LOCKED_DOOR 20 |
140 | #define SPECIAL_KEY 21 |
110 | #define SPECIAL_KEY 21 |
141 | #define MAP 22 |
111 | #define MAP 22 |
142 | #define DOOR 23 |
112 | #define DOOR 23 |
143 | #define KEY 24 |
113 | #define KEY 24 |
144 | |
114 | //25 |
145 | #define TIMED_GATE 26 |
115 | #define TIMED_GATE 26 |
146 | #define TRIGGER 27 |
116 | #define TRIGGER 27 |
147 | #define GRIMREAPER 28 |
117 | #define GRIMREAPER 28 |
148 | #define MAGIC_EAR 29 |
118 | #define MAGIC_EAR 29 |
149 | #define TRIGGER_BUTTON 30 |
119 | #define TRIGGER_BUTTON 30 |
… | |
… | |
158 | #define AMULET 39 |
128 | #define AMULET 39 |
159 | #define PLAYERMOVER 40 |
129 | #define PLAYERMOVER 40 |
160 | #define TELEPORTER 41 |
130 | #define TELEPORTER 41 |
161 | #define CREATOR 42 |
131 | #define CREATOR 42 |
162 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
132 | #define SKILL 43 /* also see SKILL_TOOL (74) below */ |
163 | |
133 | //44 |
164 | #define EARTHWALL 45 |
134 | #define EARTHWALL 45 |
165 | #define GOLEM 46 |
135 | #define GOLEM 46 |
166 | |
136 | //47 |
167 | #define THROWN_OBJ 48 |
137 | #define THROWN_OBJ 48 |
168 | #define BLINDNESS 49 |
138 | #define BLINDNESS 49 |
169 | #define GOD 50 |
139 | #define GOD 50 |
170 | #define DETECTOR 51 /* peterm: detector is an object |
140 | #define DETECTOR 51 /* peterm: detector is an object |
171 | * which notices the presense of |
141 | * which notices the presense of |
… | |
… | |
186 | |
156 | |
187 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
157 | #define PEACEMAKER 59 /* Object owned by a player which can convert |
188 | * a monster into a peaceful being incapable of attack. |
158 | * a monster into a peaceful being incapable of attack. |
189 | */ |
159 | */ |
190 | #define GEM 60 |
160 | #define GEM 60 |
191 | |
161 | //61 |
192 | #define FIREWALL 62 |
162 | #define FIREWALL 62 |
193 | #define ANVIL 63 |
163 | #define ANVIL 63 |
194 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
164 | #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ |
195 | #define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu |
165 | #define MOOD_FLOOR 65 /* |
196 | * values of last_sp set how to change: |
166 | * values of last_sp set how to change: |
197 | * 0 = furious, all monsters become aggressive |
167 | * 0 = furious, all monsters become aggressive |
198 | * 1 = angry, all but friendly become aggressive |
168 | * 1 = angry, all but friendly become aggressive |
199 | * 2 = calm, all aggressive monsters calm down |
169 | * 2 = calm, all aggressive monsters calm down |
200 | * 3 = sleep, all monsters fall asleep |
170 | * 3 = sleep, all monsters fall asleep |
201 | * 4 = charm, monsters become pets */ |
171 | * 4 = charm, monsters become pets |
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172 | * 5 = destroy monsters |
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173 | * 6 = destroy pets / friendlies |
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174 | */ |
202 | #define EXIT 66 |
175 | #define EXIT 66 |
203 | #define ENCOUNTER 67 |
176 | #define ENCOUNTER 67 |
204 | #define SHOP_FLOOR 68 |
177 | #define SHOP_FLOOR 68 |
205 | #define SHOP_MAT 69 |
178 | #define SHOP_MAT 69 |
206 | #define RING 70 |
179 | #define RING 70 |
207 | #define FLOOR 71 /* this is a floor tile -> native layer 0 */ |
180 | //#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? |
208 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
181 | #define FLESH 72 /* animal 'body parts' -b.t. */ |
209 | #define INORGANIC 73 /* metals and minerals */ |
182 | #define INORGANIC 73 /* metals and minerals */ |
210 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
183 | #define SKILL_TOOL 74 /* Allows the use of a skill */ |
211 | #define LIGHTER 75 |
184 | #define LIGHTER 75 |
212 | |
185 | //76 |
213 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
186 | #define BUILDABLE_WALL 77 /* this is a buildable wall */ |
214 | |
187 | //78 |
215 | |
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216 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
188 | #define MISC_OBJECT 79 /* misc. objects are for objects without a function |
217 | in the engine. Like statues, clocks, chairs,... |
189 | in the engine. Like statues, clocks, chairs,... |
218 | If perhaps we create a function where we can sit |
190 | If perhaps we create a function where we can sit |
219 | on chairs, we create a new type and remove all |
191 | on chairs, we create a new type and remove all |
220 | chairs from here. */ |
192 | chairs from here. */ |
221 | |
193 | //80 |
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194 | #define TORCH 81 /* a torch */ |
222 | #define LAMP 82 /* a lamp */ |
195 | #define LAMP 82 /* a lamp */ |
223 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
196 | #define DUPLICATOR 83 /* duplicator/multiplier object */ |
224 | |
197 | //84 |
225 | #define SPELLBOOK 85 |
198 | #define SPELLBOOK 85 |
226 | |
199 | //86 |
227 | #define CLOAK 87 |
200 | #define CLOAK 87 |
228 | |
201 | //88 |
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202 | //89 |
229 | #define SPINNER 90 |
203 | #define SPINNER 90 |
230 | #define GATE 91 |
204 | #define GATE 91 |
231 | #define BUTTON 92 |
205 | #define BUTTON 92 |
232 | #define CF_HANDLE 93 |
206 | #define T_HANDLE 93 |
233 | #define HOLE 94 |
207 | #define HOLE 94 |
234 | #define TRAPDOOR 95 |
208 | #define TRAPDOOR 95 |
235 | |
209 | //96 |
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210 | //97 |
236 | #define SIGN 98 |
211 | #define SIGN 98 |
237 | #define BOOTS 99 |
212 | #define BOOTS 99 |
238 | #define GLOVES 100 |
213 | #define GLOVES 100 |
239 | #define SPELL 101 |
214 | #define SPELL 101 |
240 | #define SPELL_EFFECT 102 |
215 | #define SPELL_EFFECT 102 |
241 | #define CONVERTER 103 |
216 | #define CONVERTER 103 |
242 | #define BRACERS 104 |
217 | #define BRACERS 104 |
243 | #define POISONING 105 |
218 | #define POISONING 105 |
244 | #define SAVEBED 106 |
219 | #define SAVEBED 106 |
245 | |
220 | //107 |
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221 | //108 |
246 | #define WAND 109 |
222 | #define WAND 109 |
247 | |
223 | #define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell |
248 | #define SCROLL 111 |
224 | #define SCROLL 111 |
249 | #define DIRECTOR 112 |
225 | #define DIRECTOR 112 |
250 | #define GIRDLE 113 |
226 | #define GIRDLE 113 |
251 | #define FORCE 114 |
227 | #define FORCE 114 |
252 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
228 | #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ |
253 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
229 | #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ |
254 | |
230 | //117 |
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231 | //118 |
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232 | //119 |
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233 | //120 |
255 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
234 | #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ |
256 | #define CONTAINER 122 |
235 | #define CONTAINER 122 |
257 | #define ARMOUR_IMPROVER 123 |
236 | #define ARMOUR_IMPROVER 123 |
258 | #define WEAPON_IMPROVER 124 |
237 | #define WEAPON_IMPROVER 124 |
259 | |
238 | //125 |
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239 | //126 |
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240 | //127 |
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241 | //128 |
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242 | //129 |
260 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
243 | #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ |
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244 | //131 |
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245 | //132 |
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246 | //133 |
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247 | //134 |
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248 | //135 |
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249 | //136 |
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250 | //137 |
261 | #define DEEP_SWAMP 138 |
251 | #define DEEP_SWAMP 138 |
262 | #define IDENTIFY_ALTAR 139 |
252 | #define IDENTIFY_ALTAR 139 |
263 | |
253 | //140 |
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254 | //141 |
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255 | //142 |
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256 | //143 |
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257 | //144 |
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258 | //145 |
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259 | //146 |
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260 | //147 |
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261 | //148 |
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262 | //149 |
264 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
263 | #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ |
265 | |
264 | //151 |
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265 | //152 |
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266 | //153 |
266 | #define RUNE 154 |
267 | #define RUNE 154 |
267 | #define TRAP 155 |
268 | #define TRAP 155 |
268 | |
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269 | #define POWER_CRYSTAL 156 |
269 | #define POWER_CRYSTAL 156 |
270 | #define CORPSE 157 |
270 | #define CORPSE 157 |
271 | |
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272 | #define DISEASE 158 |
271 | #define DISEASE 158 |
273 | #define SYMPTOM 159 |
272 | #define SYMPTOM 159 |
274 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
273 | #define BUILDER 160 /* Generic item builder, see subtypes */ |
275 | #define MATERIAL 161 /* Material for building */ |
274 | #define MATERIAL 161 /* Material for building */ |
276 | |
275 | //162 |
277 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
276 | #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ |
278 | |
277 | #define MAPSCRIPT 164 /* A perl-scripted connectable */ |
279 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
278 | #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, |
280 | potions, alchemy, or magic works here (elmex) */ |
279 | potions, alchemy, or magic works here (elmex) */ |
281 | |
280 | |
282 | /* DEAD TYPES: */ |
281 | #define NUM_TYPES 166 // must be max(type) + 1 |
283 | //#define FBULLET 10 |
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284 | //#define FBALL 11 |
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285 | //#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 |
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286 | //#define CONFUSION 19 |
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287 | //#define MMISSILE 25 |
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288 | /*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain |
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289 | * experience for broad skill categories. This value |
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290 | * is now automatically converteed at load time. |
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291 | */ |
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292 | //#define BOMB 47 |
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293 | //#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ |
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294 | |
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295 | /* random crossfire developer: The trap_part, wall, light_source, |
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296 | * misc_object, monster, and spawn_generator |
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297 | * types are not used in any archetypes, |
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298 | * and should perhaps be removed. |
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299 | * |
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300 | * Wed Dec 20 13:35:24 CET 2006: |
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301 | * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. |
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302 | * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. |
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303 | * renamed WALL to BUILDABLE_WALL. |
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304 | */ |
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305 | |
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306 | //#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
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307 | //#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ |
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308 | //#define MONSTER 80 /* yes, thats a real, living creature */ |
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309 | //#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ |
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310 | //#define TOOL 84 /* a tool for building objects */ |
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311 | //#define BUILDFAC 86 /* facilities for building objects */ |
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312 | //#define CONE 88 |
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313 | //#define AURA 89 /* aura spell object */ |
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314 | //#define WORD_OF_RECALL 96 |
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315 | //#define PARAIMAGE 97 |
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316 | //#define POISONCLOUD 107 |
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317 | //#define FIREHOLES 108 |
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318 | //#define ABILITY 110 |
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319 | /* unused: 125 - 129 |
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320 | * type 125 was MONEY_CHANGER |
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321 | */ |
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322 | //#define CANCELLATION 141 /* not used with new spell code */ |
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323 | //#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ |
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324 | //#define SWARM_SPELL 153 |
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325 | //#define GPS 162 /* Ground positionning system, moved to Python plugin */ |
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326 | //#define QUEST 164 /* See below for subtypes */ |
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327 | |
282 | |
328 | /* END TYPE DEFINE */ |
283 | /* END TYPE DEFINE */ |
329 | |
284 | |
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285 | typedef std::bitset<NUM_TYPES> typeset; |
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286 | |
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287 | /* These are the items that currently can change digestion, regeneration, |
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288 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
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289 | * list, but other items store other info into stats array. |
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290 | * As a special exception, bows use stats.sp for their own purposes. |
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291 | */ |
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292 | static const struct digest_types : typeset |
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293 | { |
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294 | digest_types () |
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295 | { |
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296 | set (WEAPON); |
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297 | set (BOW); |
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298 | set (ARMOUR); |
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299 | set (HELMET); |
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300 | set (SHIELD); |
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301 | set (RING); |
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302 | set (BOOTS); |
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303 | set (GLOVES); |
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304 | set (AMULET); |
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305 | set (GIRDLE); |
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306 | set (BRACERS); |
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307 | set (CLOAK); |
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308 | set (DISEASE); |
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309 | set (FORCE); |
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310 | set (SKILL); |
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311 | } |
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312 | } digest_types; |
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313 | |
330 | #define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 |
314 | // maximum supported subtype number + 1, can be increased to 256 |
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315 | // currently (2007-09) in use: 50 |
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316 | #define NUM_SUBTYPES 64 |
331 | |
317 | |
332 | /* Subtypes for BUILDER */ |
318 | /* Subtypes for BUILDER */ |
333 | #define ST_BD_BUILD 1 /* Builds an item */ |
319 | #define ST_BD_BUILD 1 /* Builds an item */ |
334 | #define ST_BD_REMOVE 2 /* Removes an item */ |
320 | #define ST_BD_REMOVE 2 /* Removes an item */ |
335 | |
321 | |
336 | /* Subtypes for MATERIAL */ |
322 | /* Subtypes for MATERIAL */ |
337 | #define ST_MAT_FLOOR 1 /* Floor */ |
323 | #define ST_MAT_FLOOR 1 /* Floor */ |
338 | #define ST_MAT_WALL 2 /* Wall */ |
324 | #define ST_MAT_WALL 2 /* Wall */ |
339 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
325 | #define ST_MAT_ITEM 3 /* All other items, including doors & such */ |
… | |
… | |
370 | #define PU_NOTHING 0x00000000 |
356 | #define PU_NOTHING 0x00000000 |
371 | |
357 | |
372 | #define PU_DEBUG 0x10000000 |
358 | #define PU_DEBUG 0x10000000 |
373 | #define PU_INHIBIT 0x20000000 |
359 | #define PU_INHIBIT 0x20000000 |
374 | #define PU_STOP 0x40000000 |
360 | #define PU_STOP 0x40000000 |
375 | #define PU_NEWMODE 0x80000000 |
361 | #define PU_ENABLE 0x80000000 // used to distinguish value density |
376 | |
362 | |
377 | #define PU_RATIO 0x0000000F |
363 | #define PU_RATIO 0x0000000F |
378 | |
364 | |
379 | #define PU_FOOD 0x00000010 |
365 | #define PU_FOOD 0x00000010 |
380 | #define PU_DRINK 0x00000020 |
366 | #define PU_DRINK 0x00000020 |
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… | |
410 | * freearr, add these values. <= SIZEOFFREE1 will get you |
396 | * freearr, add these values. <= SIZEOFFREE1 will get you |
411 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
397 | * within 1 space. <= SIZEOFFREE2 wll get you withing |
412 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
398 | * 2 spaces, and the entire array (< SIZEOFFREE) is |
413 | * three spaces |
399 | * three spaces |
414 | */ |
400 | */ |
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401 | #define SIZEOFFREE0 0 |
415 | #define SIZEOFFREE1 8 |
402 | #define SIZEOFFREE1 8 |
416 | #define SIZEOFFREE2 24 |
403 | #define SIZEOFFREE2 24 |
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404 | #define SIZEOFFREE3 48 |
417 | #define SIZEOFFREE 49 |
405 | #define SIZEOFFREE 49 |
418 | |
406 | |
419 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
407 | #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ |
420 | |
408 | |
421 | /* |
409 | /* |
422 | * If any FLAG's are added or changed, make sure the flag_names structure in |
410 | * If any FLAG's are added or changed, make sure the flag_names structure in |
423 | * common/loader.l is updated. |
411 | * common/loader.C is updated. |
424 | */ |
412 | */ |
425 | |
413 | |
426 | /* Basic routines to do above */ |
414 | /* Basic routines to do above */ |
427 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
415 | #define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 |
428 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
416 | #define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 |
429 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
417 | #define QUERY_FLAG(obj, flg) (obj)->flag [flg] |
430 | |
418 | |
431 | /* the flags */ |
419 | /* the flags */ |
432 | |
420 | |
433 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
421 | #define FLAG_ALIVE 0 /* Object can fight (or be fought) */ |
434 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
422 | #define FLAG_WIZ 1 /* Object has special privilegies */ |
435 | #define FLAG_REMOVED 2 /* Object is not in any map or invenory */ |
423 | #define FLAG_REMOVED 2 /* Object is not in any map or inventory */ |
436 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
424 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
437 | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
425 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
438 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
426 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
439 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
427 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
440 | #define FLAG_USE_SHIELD 7 |
428 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
441 | /* Can this creature use a shield? */ |
429 | |
442 | |
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443 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
430 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
444 | |
431 | /*#define FLAG_WALK_ON 9*/ |
445 | /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ |
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446 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
432 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
447 | |
433 | |
448 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
434 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
449 | |
435 | |
450 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
436 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
451 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
437 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
452 | |
438 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
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439 | |
453 | #define FLAG_MONSTER 14 /* Will attack players */ |
440 | #define FLAG_MONSTER 14 /* Will attack players */ |
454 | #define FLAG_FRIENDLY 15 /* Will help players */ |
441 | #define FLAG_FRIENDLY 15 /* Will help players */ |
455 | |
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456 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
442 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
457 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
443 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
458 | #define FLAG_AUTO_APPLY 18 |
444 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
459 | /* Will be applied when created */ |
445 | #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory |
460 | // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ |
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461 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
446 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
462 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
447 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
463 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
448 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
464 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
449 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
465 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
450 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
466 | |
451 | |
467 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
452 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
468 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
453 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
469 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
454 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
470 | |
455 | |
471 | #define FLAG_IS_USED_UP 28 |
456 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
472 | /* When (--food<0) the object will exit */ |
457 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
473 | #define FLAG_IDENTIFIED 29 |
458 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
474 | /* Player knows full info about item */ |
459 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
475 | #define FLAG_REFLECTING 30 |
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476 | /* Object reflects from walls (lightning) */ |
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477 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ |
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478 | |
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479 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
460 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
480 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
461 | #define FLAG_HITBACK 33 /* Object will hit back when hit */ |
481 | #define FLAG_STARTEQUIP 34 |
462 | #define FLAG_STARTEQUIP 34 /* Object was given to player at start */ |
482 | /* Object was given to player at start */ |
463 | #define FLAG_BLOCKSVIEW 35 /* Object blocks view */ |
483 | #define FLAG_BLOCKSVIEW 35 |
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484 | /* Object blocks view */ |
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485 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
464 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
486 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
465 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
487 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
466 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
488 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
467 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
489 | |
468 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
490 | #define FLAG_REFL_SPELL 40 |
469 | |
491 | /* Spells (some) will reflect from object */ |
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492 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
470 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
493 | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
471 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
494 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
472 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
495 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
473 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
496 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
474 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
497 | but can still attack at a distance */ |
475 | but can still attack at a distance */ |
498 | |
476 | |
499 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
477 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
500 | thru this object as if it wasn't there */ |
478 | thru this object as if it wasn't there */ |
501 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
479 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
502 | |
480 | |
503 | #define FLAG_PICK_UP 48 /* Can pick up */ |
481 | #define FLAG_PICK_UP 48 /* Can pick up */ |
504 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
482 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
505 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
483 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
506 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
484 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
507 | #define FLAG_CAST_SPELL 52 |
485 | |
508 | /* (Monster) can learn and cast spells */ |
486 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
509 | #define FLAG_USE_SCROLL 53 |
487 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
510 | /* (Monster) can read scroll */ |
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511 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
488 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
512 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
489 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
513 | |
490 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
514 | #define FLAG_USE_ARMOUR 56 |
491 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
515 | /* (Monster) can wear armour/shield/helmet */ |
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516 | #define FLAG_USE_WEAPON 57 |
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517 | /* (Monster) can wield weapons */ |
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518 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
492 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
519 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
493 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
520 | #define FLAG_READY_BOW 60 /* not implemented yet */ |
494 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
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495 | |
521 | #define FLAG_XRAYS 61 /* X-ray vision */ |
496 | #define FLAG_XRAYS 61 /* X-ray vision */ |
522 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
497 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
523 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
498 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
524 | |
499 | |
525 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
500 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
526 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
501 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
527 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
502 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
528 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
503 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
529 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
504 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
530 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
505 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
531 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
506 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
532 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
507 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
533 | |
508 | |
534 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
509 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
535 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
510 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
536 | #define FLAG_CURSED 74 /* The object is cursed */ |
511 | #define FLAG_CURSED 74 /* The object is cursed */ |
537 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
512 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
538 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
513 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
539 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
514 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
540 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
515 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
541 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
516 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
542 | |
517 | |
543 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
518 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
544 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
519 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
545 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
520 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
546 | |
521 | |
547 | /*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ |
522 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
548 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
523 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
549 | #define FLAG_MAKE_INVIS 85 |
524 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
550 | /* (Item) gives invisibility when applied */ |
525 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
551 | #define FLAG_INV_LOCKED 86 |
526 | |
552 | /* Item will not be dropped from inventory */ |
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553 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
527 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
554 | |
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555 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
528 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
556 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
529 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
557 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
530 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
558 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
531 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
559 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
532 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
560 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
533 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
561 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
534 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
562 | |
535 | |
563 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
536 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
564 | |
537 | |
565 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
538 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
566 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
539 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
567 | * away (replaces ghosthit) |
540 | * away (replaces ghosthit) |
568 | */ |
541 | */ |
569 | #define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to |
542 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
570 | * detect cases were the server is trying |
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571 | * to send an upditem when we have not |
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572 | * actually sent the item. |
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573 | */ |
543 | |
574 | |
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575 | #define FLAG_BERSERK 99 /* monster will attack closest living |
544 | #define FLAG_BERSERK 99 /* monster will attack closest living |
576 | object */ |
545 | object */ |
577 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
546 | #define FLAG_NEUTRAL 100 /* monster is from type neutral */ |
578 | #define FLAG_NO_ATTACK 101 /* monster don't attack */ |
547 | #define FLAG_NO_ATTACK 101 /* monster doesn't attack */ |
579 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
548 | #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ |
580 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
549 | #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by |
581 | * load_original_map() */ |
550 | * load_original_map() */ |
582 | #define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on |
551 | #define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ |
583 | * the overlay, and is not subject to |
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584 | * decay. */ |
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585 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
552 | #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ |
586 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
553 | #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ |
587 | #define FLAG_IS_WATER 107 |
554 | #define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ |
588 | #define FLAG_CONTENT_ON_GEN 108 |
555 | #define FLAG_CONTENT_ON_GEN 108 |
589 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
556 | #define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ |
590 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
557 | #define FLAG_IS_BUILDABLE 110 /* Can build on item */ |
591 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
558 | #define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ |
592 | #define FLAG_NO_SAVE 112 // item doesn't get saved with map |
559 | #define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map |
593 | |
560 | |
594 | #define NUM_FLAGS 113 /* Should always be equal to the last |
561 | #define NUM_FLAGS 113 /* Should always be equal to the last |
595 | * defined flag + 1. If you change this, |
562 | * defined flag + 1. If you change this, |
596 | * make sure you update the flag_links |
563 | * make sure you update the flag_links |
597 | * in common/loader.l |
564 | * in common/loader.l |
598 | */ |
565 | */ |
599 | |
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600 | /* Values can go up to 127 before the size of the flags array in the |
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601 | * object structure needs to be enlarged. |
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602 | * So there are 18 available flags slots |
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603 | */ |
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604 | |
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605 | #define NROFNEWOBJS(xyz) ((xyz)->stats.food) |
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606 | |
566 | |
607 | /* If you add new movement types, you may need to update |
567 | /* If you add new movement types, you may need to update |
608 | * describe_item() so properly describe those types. |
568 | * describe_item() so properly describe those types. |
609 | * change_abil() probably should be updated also. |
569 | * change_abil() probably should be updated also. |
610 | */ |
570 | */ |
611 | #define MOVE_WALK 0x1 /* Object walks */ |
571 | #define MOVE_WALK 0x01 /* Object walks */ |
612 | #define MOVE_FLY_LOW 0x2 /* Low flying object */ |
572 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
613 | #define MOVE_FLY_HIGH 0x4 /* High flying object */ |
573 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
614 | #define MOVE_FLYING 0x6 |
574 | #define MOVE_FLYING 0x06 |
615 | /* Combo of fly_low and fly_high */ |
575 | /* Combo of fly_low and fly_high */ |
616 | #define MOVE_SWIM 0x8 /* Swimming object */ |
576 | #define MOVE_SWIM 0x08 /* Swimming object */ |
617 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
577 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
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578 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
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579 | |
618 | #define MOVE_ALL 0x1f /* Mask of all movement types */ |
580 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
619 | |
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620 | /* the normal assumption is that objects are walking/flying. |
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621 | * So often we don't want to block movement, but still don't want |
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622 | * to allow all types (swimming is rather specialized) - I also |
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623 | * expect as more movement types show up, this is likely to get |
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624 | * updated. Basically, this is the default for spaces that allow |
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625 | * movement - anything but swimming right now. If you really |
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626 | * want nothing at all, then can always set move_block to 0 |
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627 | */ |
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628 | #define MOVE_BLOCK_DEFAULT MOVE_SWIM |
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629 | |
581 | |
630 | /* typdef here to define type large enough to hold bitmask of |
582 | /* typdef here to define type large enough to hold bitmask of |
631 | * all movement types. Make one declaration so easy to update. |
583 | * all movement types. Make one declaration so easy to update. |
632 | * uint8 is defined yet, so just use what that would define it |
|
|
633 | * at anyways. |
|
|
634 | */ |
584 | */ |
635 | typedef unsigned char MoveType; |
585 | typedef unsigned char MoveType; |
636 | |
586 | |
637 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
587 | /* Basic macro to see if ob2 blocks ob1 from moving onto this space. |
638 | * Basically, ob2 has to block all of ob1 movement types. |
588 | * Basically, ob2 has to block all of ob1 movement types. |
… | |
… | |
647 | * |
597 | * |
648 | */ |
598 | */ |
649 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
599 | #define OB_TYPE_MOVE_BLOCK(ob1, type) \ |
650 | ((type) && (ob1->move_type & type) == ob1->move_type) |
600 | ((type) && (ob1->move_type & type) == ob1->move_type) |
651 | |
601 | |
652 | |
|
|
653 | #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) |
|
|
654 | #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
|
|
655 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
602 | #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
656 | |
|
|
657 | /* Note: These values are only a default value, resizing can change them */ |
|
|
658 | #define INV_SIZE 12 /* How many items can be viewed in inventory */ |
|
|
659 | #define LOOK_SIZE 6 /* ditto, but for the look-window */ |
|
|
660 | #define MAX_INV_SIZE 40 /* For initializing arrays */ |
|
|
661 | #define MAX_LOOK_SIZE 40 /* ditto for the look-window */ |
|
|
662 | |
|
|
663 | #define EDITABLE(xyz) ((xyz)->arch->editable) |
|
|
664 | |
|
|
665 | #define E_MONSTER 0x00000001 |
|
|
666 | #define E_EXIT 0x00000002 |
|
|
667 | #define E_TREASURE 0x00000004 |
|
|
668 | #define E_BACKGROUND 0x00000008 |
|
|
669 | #define E_DOOR 0x00000010 |
|
|
670 | #define E_SPECIAL 0x00000020 |
|
|
671 | #define E_SHOP 0x00000040 |
|
|
672 | #define E_NORMAL 0x00000080 |
|
|
673 | #define E_FALSE_WALL 0x00000100 |
|
|
674 | #define E_WALL 0x00000200 |
|
|
675 | #define E_EQUIPMENT 0x00000400 |
|
|
676 | #define E_OTHER 0x00000800 |
|
|
677 | #define E_ARTIFACT 0x00001000 |
|
|
678 | |
603 | |
679 | #define EXIT_PATH(xyz) (xyz)->slaying |
604 | #define EXIT_PATH(xyz) (xyz)->slaying |
680 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
605 | #define EXIT_LEVEL(xyz) (xyz)->stats.food |
681 | #define EXIT_X(xyz) (xyz)->stats.hp |
606 | #define EXIT_X(xyz) (xyz)->stats.hp |
682 | #define EXIT_Y(xyz) (xyz)->stats.sp |
607 | #define EXIT_Y(xyz) (xyz)->stats.sp |
683 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
608 | #define EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
684 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
609 | #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
685 | |
610 | |
686 | /* for use by the lighting code */ |
611 | /* for use by the lighting code */ |
687 | #define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really |
612 | #define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really |
688 | * large values allow objects that can |
613 | * large values allow objects that can |
689 | * slow down the game */ |
614 | * slow down the game */ |
690 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
615 | #define MAX_DARKNESS 5 /* maximum map darkness, there is no |
691 | * practical reason to exceed this */ |
616 | * practical reason to exceed this */ |
|
|
617 | #define LOS_MAX 4 /* max. los value for non-blocked spaces */ |
|
|
618 | #define LOS_BLOCKED 100 /* fully blocked spaces */ |
692 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ |
619 | #define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ |
693 | MAX_LIGHT_RADII:(xyz)->glow_radius; |
620 | MAX_LIGHT_RADII : (xyz)->glow_radius; |
|
|
621 | // player position in blocked_los code |
|
|
622 | #define LOS_X0 (MAP_CLIENT_X / 2 - 1) |
|
|
623 | #define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) |
|
|
624 | |
694 | |
625 | |
695 | #define F_BUY 0 |
626 | #define F_BUY 0 |
696 | #define F_SELL 1 |
627 | #define F_SELL 1 |
697 | #define F_TRUE 2 /* True value of item, unadjusted */ |
628 | #define F_TRUE 2 /* True value of item, unadjusted */ |
698 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
629 | #define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ |
… | |
… | |
702 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
633 | #define F_SHOP 64 /* consider the effect that the shop that the player is in has */ |
703 | |
634 | |
704 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
635 | #define DIRX(xyz) freearr_x[(xyz)->direction] |
705 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
636 | #define DIRY(xyz) freearr_y[(xyz)->direction] |
706 | |
637 | |
707 | #define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; |
|
|
708 | #define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; |
|
|
709 | |
|
|
710 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
638 | #define ARMOUR_SPEED(xyz) (xyz)->last_sp |
711 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
639 | #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
712 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
640 | #define WEAPON_SPEED(xyz) (xyz)->last_sp |
713 | |
641 | |
714 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
642 | /* GET_?_FROM_DIR if used only for positional firing where dir is X and Y |
715 | each of them signed char, concatenated in a int16 */ |
643 | each of them signed char, concatenated in a int16 */ |
716 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
644 | #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) |
717 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
645 | #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) |
718 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
646 | #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) |
|
|
647 | |
719 | #define FIRE_DIRECTIONAL 0 |
648 | #define FIRE_DIRECTIONAL 0 |
720 | #define FIRE_POSITIONAL 1 |
649 | #define FIRE_POSITIONAL 1 |
721 | |
650 | |
722 | /******************************************************************************/ |
651 | /******************************************************************************/ |
723 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
652 | /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ |
… | |
… | |
736 | /* CIRCLE1 = 32 */ |
665 | /* CIRCLE1 = 32 */ |
737 | /* + DISTATT = 1 */ |
666 | /* + DISTATT = 1 */ |
738 | /* ------------------- */ |
667 | /* ------------------- */ |
739 | /* attack_movement = 33 */ |
668 | /* attack_movement = 33 */ |
740 | /******************************************************************************/ |
669 | /******************************************************************************/ |
741 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
670 | #define DISTATT 1 /* move toward a player if far, but mantain some space, */ |
742 | /* attack from a distance - good for missile users only */ |
671 | /* attack from a distance - good for missile users only */ |
743 | #define RUNATT 2 /* run but attack if player catches up to object */ |
672 | #define RUNATT 2 /* run but attack if player catches up to object */ |
744 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
673 | #define HITRUN 3 /* run to then hit player then run away cyclicly */ |
745 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
674 | #define WAITATT 4 /* wait for player to approach then hit, move if hit */ |
746 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
675 | #define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ |
747 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
676 | #define ALLRUN 6 /* always run never attack good for sim. of weak player */ |
748 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
677 | #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ |
749 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
678 | #define WAIT2 8 /* monster does not try to move towards player if far */ |
750 | /* maintains comfortable distance */ |
679 | /* maintains comfortable distance */ |
|
|
680 | |
751 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
681 | #define PETMOVE 16 /* if the upper four bits of attack_movement */ |
752 | /* are set to this number, the monster follows a player */ |
682 | /* are set to this number, the monster follows a player */ |
753 | /* until the owner calls it back or off */ |
683 | /* until the owner calls it back or off */ |
754 | /* player followed denoted by 0b->owner */ |
684 | /* player followed denoted by 0b->owner */ |
755 | /* the monster will try to attack whatever the player is */ |
685 | /* the monster will try to attack whatever the player is */ |
756 | /* attacking, and will continue to do so until the owner */ |
686 | /* attacking, and will continue to do so until the owner */ |
757 | /* calls off the monster - a key command will be */ |
687 | /* calls off the monster - a key command will be */ |
758 | /* inserted to do so */ |
688 | /* inserted to do so */ |
759 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
689 | #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ |
760 | /* are set to this number, the monster will move in a */ |
690 | /* are set to this number, the monster will move in a */ |
761 | /* circle until it is attacked, or the enemy field is */ |
691 | /* circle until it is attacked, or the enemy field is */ |
762 | /* set, this is good for non-aggressive monsters and NPC */ |
692 | /* set, this is good for non-aggressive monsters and NPC */ |
763 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
693 | #define CIRCLE2 48 /* same as above but a larger circle is used */ |
764 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
694 | #define PACEH 64 /* The Monster will pace back and forth until attacked */ |
765 | /* this is HORIZONTAL movement */ |
695 | /* this is HORIZONTAL movement */ |
766 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
696 | #define PACEH2 80 /* the monster will pace as above but the length of the */ |
767 | /* pace area is longer and the monster stops before */ |
697 | /* pace area is longer and the monster stops before */ |
768 | /* changing directions */ |
698 | /* changing directions */ |
769 | /* this is HORIZONTAL movement */ |
699 | /* this is HORIZONTAL movement */ |
770 | #define RANDO 96 /* the monster will go in a random direction until */ |
700 | #define RANDO 96 /* the monster will go in a random direction until */ |
771 | /* it is stopped by an obstacle, then it chooses another */ |
701 | /* it is stopped by an obstacle, then it chooses another */ |
772 | /* direction. */ |
702 | /* direction. */ |
773 | #define RANDO2 112 /* constantly move in a different random direction */ |
703 | #define RANDO2 112 /* constantly move in a different random direction */ |
774 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
704 | #define PACEV 128 /* The Monster will pace back and forth until attacked */ |
775 | /* this is VERTICAL movement */ |
705 | /* this is VERTICAL movement */ |
776 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
706 | #define PACEV2 144 /* the monster will pace as above but the length of the */ |
777 | /* pace area is longer and the monster stops before */ |
707 | /* pace area is longer and the monster stops before */ |
778 | /* changing directions */ |
708 | /* changing directions */ |
779 | /* this is VERTICAL movement */ |
709 | /* this is VERTICAL movement */ |
780 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
710 | #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ |
781 | #define HI4 240 |
711 | #define HI4 240 |
782 | |
712 | |
783 | #define BLANK_FACE_NAME "blank.x11" |
713 | #define BLANK_FACE_NAME "blank.x11" |
784 | #define EMPTY_FACE_NAME "empty.x11" |
714 | #define EMPTY_FACE_NAME "empty.x11" |
785 | #define DARK_FACE1_NAME "dark1.x11" |
|
|
786 | #define DARK_FACE2_NAME "dark2.x11" |
|
|
787 | #define DARK_FACE3_NAME "dark3.x11" |
|
|
788 | #define SMOOTH_FACE_NAME "default_smoothed.111" |
|
|
789 | |
715 | |
790 | /* |
716 | /* |
791 | * Defines for the luck/random functions to make things more readable |
717 | * Defines for the luck/random functions to make things more readable |
792 | */ |
718 | */ |
793 | |
719 | |
794 | #define PREFER_HIGH 1 |
720 | #define PREFER_HIGH 1 |
795 | #define PREFER_LOW 0 |
721 | #define PREFER_LOW 0 |
796 | |
|
|
797 | /* Simple function we use below to keep adding to the same string |
|
|
798 | * but also make sure we don't overwrite that string. |
|
|
799 | */ |
|
|
800 | static inline void |
|
|
801 | safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) |
|
|
802 | { |
|
|
803 | if (*curlen == (maxlen - 1)) |
|
|
804 | return; |
|
|
805 | |
|
|
806 | strncpy (dest + *curlen, orig, maxlen - *curlen - 1); |
|
|
807 | dest[maxlen - 1] = 0; |
|
|
808 | *curlen += strlen (orig); |
|
|
809 | |
|
|
810 | if (*curlen > (maxlen - 1)) |
|
|
811 | *curlen = maxlen - 1; |
|
|
812 | } |
|
|
813 | |
|
|
814 | |
|
|
815 | /* The SAFE versions of these call the safe_strcat function above. |
|
|
816 | * Ideally, all functions should use the SAFE functions, but they |
|
|
817 | * require some extra support in the calling function to remain as |
|
|
818 | * efficient. |
|
|
819 | */ |
|
|
820 | #define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
821 | if(variable) { \ |
|
|
822 | int i,j=0; \ |
|
|
823 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
824 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
825 | if(variable & (1<<i)) { \ |
|
|
826 | if (j) \ |
|
|
827 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
828 | else \ |
|
|
829 | j = 1; \ |
|
|
830 | safe_strcat(retbuf, attacks[i], len, maxlen); \ |
|
|
831 | } \ |
|
|
832 | safe_strcat(retbuf,")",len,maxlen); \ |
|
|
833 | } |
|
|
834 | |
|
|
835 | |
|
|
836 | /* separated this from the common/item.c file. b.t. Dec 1995 */ |
|
|
837 | |
|
|
838 | #define DESCRIBE_ABILITY(retbuf, variable, name) \ |
|
|
839 | if(variable) { \ |
|
|
840 | int i,j=0; \ |
|
|
841 | strcat(retbuf,"(" name ": "); \ |
|
|
842 | for(i=0; i<NROFATTACKS; i++) \ |
|
|
843 | if(variable & (1<<i)) { \ |
|
|
844 | if (j) \ |
|
|
845 | strcat(retbuf,", "); \ |
|
|
846 | else \ |
|
|
847 | j = 1; \ |
|
|
848 | strcat(retbuf, attacks[i]); \ |
|
|
849 | } \ |
|
|
850 | strcat(retbuf,")"); \ |
|
|
851 | } |
|
|
852 | |
|
|
853 | |
|
|
854 | #define DESCRIBE_PATH(retbuf, variable, name) \ |
|
|
855 | if(variable) { \ |
|
|
856 | int i,j=0; \ |
|
|
857 | strcat(retbuf,"(" name ": "); \ |
|
|
858 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
859 | if(variable & (1<<i)) { \ |
|
|
860 | if (j) \ |
|
|
861 | strcat(retbuf,", "); \ |
|
|
862 | else \ |
|
|
863 | j = 1; \ |
|
|
864 | strcat(retbuf, spellpathnames[i]); \ |
|
|
865 | } \ |
|
|
866 | strcat(retbuf,")"); \ |
|
|
867 | } |
|
|
868 | |
|
|
869 | |
|
|
870 | #define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ |
|
|
871 | if(variable) { \ |
|
|
872 | int i,j=0; \ |
|
|
873 | safe_strcat(retbuf,"(" name ": ", len, maxlen); \ |
|
|
874 | for(i=0; i<NRSPELLPATHS; i++) \ |
|
|
875 | if(variable & (1<<i)) { \ |
|
|
876 | if (j) \ |
|
|
877 | safe_strcat(retbuf,", ", len, maxlen); \ |
|
|
878 | else \ |
|
|
879 | j = 1; \ |
|
|
880 | safe_strcat(retbuf, spellpathnames[i], len, maxlen); \ |
|
|
881 | } \ |
|
|
882 | safe_strcat(retbuf,")", len, maxlen); \ |
|
|
883 | } |
|
|
884 | |
722 | |
885 | /* Flags for apply_special() */ |
723 | /* Flags for apply_special() */ |
886 | enum apply_flag |
724 | enum apply_flag |
887 | { |
725 | { |
888 | /* Basic flags, always use one of these */ |
726 | /* Basic flags/mode, always use one of these */ |
889 | AP_NULL = 0, |
727 | AP_TOGGLE = 0, |
890 | AP_APPLY = 1, |
728 | AP_APPLY = 0x01, |
891 | AP_UNAPPLY = 2, |
729 | AP_UNAPPLY = 0x02, |
892 | |
730 | AP_MODE = 0x03, |
893 | AP_BASIC_FLAGS = 15, |
|
|
894 | |
731 | |
895 | /* Optional flags, for bitwise or with a basic flag */ |
732 | /* Optional flags, for bitwise or with a basic flag */ |
896 | AP_NO_MERGE = 16, |
733 | AP_NO_MERGE = 0x10, |
897 | AP_IGNORE_CURSE = 32, |
734 | AP_IGNORE_CURSE = 0x20, |
898 | AP_PRINT = 64 /* Print what to do, don't actually do it */ |
735 | AP_PRINT = 0x40, /* Print what to do, don't actually do it */ |
899 | /* Note this is supported in all the functions */ |
736 | AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots |
900 | }; |
737 | }; |
901 | |
738 | |
902 | /* Bitmask values for 'can_apply_object()' return values. |
739 | /* Bitmask values for 'can_apply_object()' return values. |
903 | * the CAN_APPLY_ prefix is to just note what function the |
740 | * the CAN_APPLY_ prefix is to just note what function the |
904 | * are returned from. |
741 | * are returned from. |
… | |
… | |
923 | * this one can be applied. Think of rings - human is wearing two |
760 | * this one can be applied. Think of rings - human is wearing two |
924 | * rings and tries to apply one - there are two possible rings he |
761 | * rings and tries to apply one - there are two possible rings he |
925 | * could remove. |
762 | * could remove. |
926 | * |
763 | * |
927 | */ |
764 | */ |
928 | #define CAN_APPLY_NEVER 0x1 |
765 | #define CAN_APPLY_NEVER 0x01 |
929 | #define CAN_APPLY_RESTRICTION 0x2 |
766 | #define CAN_APPLY_RESTRICTION 0x02 |
930 | #define CAN_APPLY_NOT_MASK 0xf |
767 | #define CAN_APPLY_NOT_MASK 0x0f |
|
|
768 | |
931 | #define CAN_APPLY_UNAPPLY 0x10 |
769 | #define CAN_APPLY_UNAPPLY 0x10 |
932 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
770 | #define CAN_APPLY_UNAPPLY_MULT 0x20 |
933 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
771 | #define CAN_APPLY_UNAPPLY_CHOICE 0x40 |
934 | |
772 | |
935 | /* Cut off point of when an object is put on the active list or not */ |
773 | // Cut off point of when an object is put on the active list or not |
|
|
774 | // we use 2**-n because that can be represented exactly |
|
|
775 | // also make sure that this is a float, not double, constant |
936 | #define MIN_ACTIVE_SPEED 1e-5 |
776 | #define MIN_ACTIVE_SPEED (1.f / 65536.f) |
937 | |
777 | |
938 | /* |
778 | /* have mercy on players and guarantee a somewhat higher speed */ |
939 | * random() is much better than rand(). If you have random(), use it instead. |
779 | #define MIN_PLAYER_SPEED 0.04f |
940 | * You shouldn't need to change any of this |
|
|
941 | * |
|
|
942 | * 0.93.3: It looks like linux has random (previously, it was set below |
|
|
943 | * to use rand). Perhaps old version of linux lack rand? IF you run into |
|
|
944 | * problems, add || defined(__linux__) the #if immediately below. |
|
|
945 | * |
|
|
946 | * 0.94.2 - you probably shouldn't need to change any of the rand stuff |
|
|
947 | * here. |
|
|
948 | */ |
|
|
949 | |
|
|
950 | #define RANDOM() random() |
|
|
951 | #define SRANDOM(xyz) srandom(xyz) |
|
|
952 | |
|
|
953 | /* Returns the weight of the given object. Note: it does not take the number of |
|
|
954 | * items (nrof) into account. |
|
|
955 | */ |
|
|
956 | #define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) |
|
|
957 | |
|
|
958 | |
|
|
959 | /* Code fastening defines |
|
|
960 | * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by |
|
|
961 | * buf__ and increment buf__ position so it will point to the end of buf__. |
|
|
962 | * the '\0' caracter will not be put at end of buf__. |
|
|
963 | * use preparefastcat and finishfastcat on buf__ to prepare |
|
|
964 | * and clean up the string. (Lots faster than doing each time...) |
|
|
965 | * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, |
|
|
966 | * keep in mind FAST_STRNCAT is faster since length of second argument is |
|
|
967 | * kown in advance. |
|
|
968 | */ |
|
|
969 | |
|
|
970 | #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) |
|
|
971 | #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} |
|
|
972 | #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} |
|
|
973 | #define FINISH_FASTCAT(buf__) buf__[0]='\0'; |
|
|
974 | |
780 | |
975 | /* |
781 | /* |
976 | * Warning! |
782 | * Warning! |
977 | * If you add message types here, don't forget |
783 | * If you add message types here, don't forget |
978 | * to keep the client up to date too! |
784 | * to keep the client up to date too! |
… | |
… | |
1063 | |
869 | |
1064 | /* admin messages */ |
870 | /* admin messages */ |
1065 | #define MSG_TYPE_ADMIN_RULES 1 |
871 | #define MSG_TYPE_ADMIN_RULES 1 |
1066 | #define MSG_TYPE_ADMIN_NEWS 2 |
872 | #define MSG_TYPE_ADMIN_NEWS 2 |
1067 | |
873 | |
|
|
874 | /** |
|
|
875 | * Maximum distance a player may hear a sound from. |
|
|
876 | * This is only used for client/server sound and say. If the sound source |
|
|
877 | * on the map is farther away than this, we don't sent it to the client. |
|
|
878 | */ |
|
|
879 | #define MAX_SOUND_DISTANCE 16 |
|
|
880 | |
|
|
881 | #define LOG_CHANNEL "log" // the plain and ugly standard server log |
|
|
882 | #define INFO_CHANNEL "info" // lower_left box |
|
|
883 | #define SAY_CHANNEL "say" |
|
|
884 | #define CHAT_CHANNEL "chat" |
|
|
885 | #define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL |
|
|
886 | |
|
|
887 | /* The following are the color flags passed to new_draw_info. |
|
|
888 | * |
|
|
889 | * We also set up some control flags |
|
|
890 | * |
|
|
891 | * NDI = New Draw Info |
|
|
892 | */ |
|
|
893 | |
|
|
894 | /* Color specifications - note these match the order in xutil.c */ |
|
|
895 | /* Note 2: Black, the default color, is 0. Thus, it does not need to |
|
|
896 | * be implicitly specified. |
|
|
897 | */ |
|
|
898 | #define NDI_BLACK 0 |
|
|
899 | #define NDI_WHITE 1 |
|
|
900 | #define NDI_NAVY 2 |
|
|
901 | #define NDI_RED 3 |
|
|
902 | #define NDI_ORANGE 4 |
|
|
903 | #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ |
|
|
904 | #define NDI_DK_ORANGE 6 /* DarkOrange2 */ |
|
|
905 | #define NDI_GREEN 7 /* SeaGreen */ |
|
|
906 | #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ |
|
|
907 | /* Than seagreen - also background color */ |
|
|
908 | #define NDI_GREY 9 |
|
|
909 | #define NDI_BROWN 10 /* Sienna */ |
|
|
910 | #define NDI_GOLD 11 |
|
|
911 | #define NDI_TAN 12 /* Khaki */ |
|
|
912 | |
|
|
913 | #define NDI_MAX_COLOR 12 /* Last value in */ |
|
|
914 | #define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ |
|
|
915 | /* using an int anyways, so we have the space */ |
|
|
916 | /* to still do all the flags */ |
|
|
917 | |
|
|
918 | #define NDI_REPLY 0x20 // is a direct reply to a user command |
|
|
919 | #define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist |
|
|
920 | #define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible |
|
|
921 | #define NDI_CLIENT_MASK 0xff // what the client is allowed to see |
|
|
922 | |
|
|
923 | #define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ |
|
|
924 | #define NDI_ALL 0x2000 /* Inform all players of this message */ |
|
|
925 | #define NDI_DEF 0x4000 // ignore colour for channel protocol |
|
|
926 | #define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim |
|
|
927 | |
1068 | #endif /* DEFINE_H */ |
928 | #endif /* DEFINE_H */ |
1069 | |
929 | |