--- deliantra/server/include/define.h 2006/02/22 18:01:57 1.1.1.2 +++ deliantra/server/include/define.h 2006/12/20 12:13:48 1.24 @@ -1,9 +1,4 @@ /* - * static char *rcsid_define_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team @@ -23,7 +18,7 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ /* This file is best viewed with a window width of about 100 character */ @@ -43,15 +38,14 @@ * Thus the prototypes made by cextract don't get included correctly. */ #if !defined(__STDC__) + /* Removed # from start of following line. makedepend was picking it up. * The following should still hopefully result in an error. */ error - Your ANSI C compiler should be defining __STDC__; #endif -#ifndef WIN32 /* ---win32 exclude unix configuration part */ #include -#endif #define FONTDIR "" #define FONTNAME "" @@ -60,44 +54,44 @@ #define FABS(x) ((x)<0?-(x):(x)) #ifdef __NetBSD__ -#include +# include #endif #ifndef MIN -#define MIN(x,y) ((x)<(y)?(x):(y)) +# define MIN(x,y) ((x)<(y)?(x):(y)) #endif #ifndef MAX -#define MAX(x,y) ((x)>(y)?(x):(y)) +# define MAX(x,y) ((x)>(y)?(x):(y)) #endif /*NAME_MAX used by random maps may not be defined on pure ansi systems*/ #ifndef NAME_MAX -#define NAME_MAX 255 +# define NAME_MAX 255 #endif /* MAX3 is basically like MAX, but instead does 3 values. */ #ifndef MAX3 -#define MAX3(x,y, z) (MAX(x, MAX(y,z))) +# define MAX3(x,y, z) (MAX(x, MAX(y,z))) #endif /* MIN3 is basically like MIN, but instead does 3 values. */ #ifndef MIN3 -#define MIN3(x,y, z) (MIN(x, MIN(y,z))) +# define MIN3(x,y, z) (MIN(x, MIN(y,z))) #endif -#define MAX_STAT 30 /* The maximum legal value of any stat */ -#define MIN_STAT 1 /* The minimum legal value of any stat */ +#define MAX_STAT 30 /* The maximum legal value of any stat */ +#define MIN_STAT 1 /* The minimum legal value of any stat */ -#define MAX_BUF 256 /* Used for all kinds of things */ -#define VERY_BIG_BUF 1024 -#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ -#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ +#define MAX_BUF 1024 + /* Used for all kinds of things */ +#define VERY_BIG_BUF 2048 +#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ +#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ -#define FONTSIZE 3000 /* Max chars in font */ +#define FONTSIZE 3000 /* Max chars in font */ #define MAX_ANIMATIONS 256 #define MAX_NAME 48 -#define BIG_NAME 32 #define MAX_EXT_TITLE 98 /* Fatal variables: */ @@ -107,6 +101,7 @@ #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 @@ -119,217 +114,241 @@ /* type 0 will be undefined and shows a non valid type information */ -#define PLAYER 1 -#define TRANSPORT 2 /* see doc/Developers/objects */ -#define ROD 3 -#define TREASURE 4 -#define POTION 5 -#define FOOD 6 -#define POISON 7 -#define BOOK 8 -#define CLOCK 9 -/*#define FBULLET 10 */ -/*#define FBALL 11 */ -#define LIGHTNING 12 -#define ARROW 13 -#define BOW 14 -#define WEAPON 15 -#define ARMOUR 16 -#define PEDESTAL 17 -#define ALTAR 18 -#define CONFUSION 19 -#define LOCKED_DOOR 20 -#define SPECIAL_KEY 21 -#define MAP 22 -#define DOOR 23 -#define KEY 24 -/*#define MMISSILE 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 */ -#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ - /* experience for broad skill categories. This value */ - /* is now automatically converteed at load time. */ -#define EARTHWALL 45 -#define GOLEM 46 -/*#define BOMB 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 -/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ -#define FIREWALL 62 -#define ANVIL 63 -#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu - * 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 */ -#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 +#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 + +/*#define FBULLET 10 */ +/*#define FBALL 11 */ + +/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4 +#define ARROW 13 +#define BOW 14 +#define WEAPON 15 +#define ARMOUR 16 +#define PEDESTAL 17 +#define ALTAR 18 + +/*#define CONFUSION 19 */ + +#define LOCKED_DOOR 20 +#define SPECIAL_KEY 21 +#define MAP 22 +#define DOOR 23 +#define KEY 24 + +/*#define MMISSILE 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 */ + +/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain + * experience for broad skill categories. This value + * is now automatically converteed at load time. + */ + +#define EARTHWALL 45 +#define GOLEM 46 + +/*#define BOMB 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 + +/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ + +#define FIREWALL 62 +#define ANVIL 63 +#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ +#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu + * 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 */ +#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 /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator * types are not used in any archetypes, and should perhaps be removed. + * elmex: haha, removed TRAP_PART now. renamed WALL to BUILDABLE_WALL */ -#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ -#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -#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. */ -#define MONSTER 80 /* yes, thats a real, living creature */ -#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -#define LAMP 82 /* a lamp */ -#define DUPLICATOR 83 /* duplicator/multiplier object */ -#define TOOL 84 /* a tool for building objects */ -#define SPELLBOOK 85 -#define BUILDFAC 86 /* facilities for building objects */ -#define CLOAK 87 -/*#define CONE 88 */ -/*#define AURA 89 *//* aura spell object */ - -#define SPINNER 90 -#define GATE 91 -#define BUTTON 92 -#define CF_HANDLE 93 -#define HOLE 94 -#define TRAPDOOR 95 -/*#define WORD_OF_RECALL 96 */ -/*#define PARAIMAGE 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 -#define POISONCLOUD 107 -#define FIREHOLES 108 -#define WAND 109 -/*#define ABILITY 110*/ -#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 */ -#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ -#define CONTAINER 122 -#define ARMOUR_IMPROVER 123 -#define WEAPON_IMPROVER 124 +/*#define TRAP_PART 76 */ /* Needed by set traps skill -b.t. */ + +#define BUILDABLE_WALL 77 /* this is a buildable wall */ +#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ +#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. */ +#define MONSTER 80 /* yes, thats a real, living creature */ +#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ +#define LAMP 82 /* a lamp */ +#define DUPLICATOR 83 /* duplicator/multiplier object */ +#define TOOL 84 /* a tool for building objects */ +#define SPELLBOOK 85 +#define BUILDFAC 86 /* facilities for building objects */ +#define CLOAK 87 + +/*#define CONE 88 */ +/*#define AURA 89 */ /* aura spell object */ + +#define SPINNER 90 +#define GATE 91 +#define BUTTON 92 +#define CF_HANDLE 93 +#define HOLE 94 +#define TRAPDOOR 95 + +/*#define WORD_OF_RECALL 96 */ +/*#define PARAIMAGE 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 +#define POISONCLOUD 107 +#define FIREHOLES 108 +#define WAND 109 + +/*#define ABILITY 110*/ +#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 */ + +#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ +#define CONTAINER 122 +#define ARMOUR_IMPROVER 123 +#define WEAPON_IMPROVER 124 /* unused: 125 - 129 * type 125 was MONEY_CHANGER */ -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -/*#define CANCELLATION 141*/ /* not used with new spell code */ -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ -/*#define SWARM_SPELL 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 */ -/* #define GPS 162 Ground positionning system, moved to Python plugin */ -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -#define QUEST 164 /* See below for subtypes */ + +#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +#define DEEP_SWAMP 138 +#define IDENTIFY_ALTAR 139 + +/*#define CANCELLATION 141 */ /* not used with new spell code */ + +#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ + +/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ +/*#define SWARM_SPELL 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 */ + +/* #define GPS 162 Ground positionning system, moved to Python plugin */ +#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ + +/*#define QUEST 164 */ /* See below for subtypes */ + +#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ + /* END TYPE DEFINE */ +#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 + /* Subtypes for BUILDER */ -#define ST_BD_BUILD 1 /* Builds an item */ -#define ST_BD_REMOVE 2 /* Removes an item */ +#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 */ - -/* Subtypes for QUEST */ -#define QUEST_IN_PROGRESS 1 -#define QUEST_DONE_QUEST 2 -#define QUEST_DONE_TASK 3 -#define QUEST_START_QUEST 4 -#define QUEST_END_QUEST 5 -#define QUEST_START_TASK 6 -#define QUEST_END_TASK 7 -#define QUEST_OVERRIDE 8 -#define QUEST_ON_ACTIVATE 9 +#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; +#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; @@ -376,6 +395,7 @@ #define PU_NOT_CURSED 0x01000000 #define PU_JEWELS 0x02000000 +#define PU_FLESH 0x04000000 /* Instead of using arbitrary constants for indexing the @@ -388,221 +408,189 @@ #define SIZEOFFREE2 24 #define SIZEOFFREE 49 -#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ +#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ -/* Flag structure now changed. - * Each flag is now a bit offset, starting at zero. The macros - * will update/read the appropriate flag element in the object - * structure. - * - * Hopefully, since these offsets are integer constants set at run time, - * the compiler will reduce the macros something as simple as the - * old system was. - * - * Flags now have FLAG as the prefix. This to be clearer, and also - * to make sure F_ names are not still being used anyplace. - * - * The macros below assume that the flag size for each element is 32 - * bits. IF it is smaller, bad things will happen. See structs.h - * for more info. - * - * All functions should use the macros below. In process of converting - * to the new system, I find several files that did not use the previous - * macros. - * - * If any FLAG's are or changed, make sure the flag_names structure in +/* + * If any FLAG's are added or changed, make sure the flag_names structure in * common/loader.l is updated. - * - * flags[0] is 0 to 31 - * flags[1] is 32 to 63 - * flags[2] is 64 to 95 - * flags[3] is 96 to 127 */ -/* Basic routines to do above */ -#define SET_FLAG(xyz, p) \ - ((xyz)->flags[p/32] |= (1U << (p % 32))) -#define CLEAR_FLAG(xyz, p) \ - ((xyz)->flags[p/32] &= ~(1U << (p % 32))) -#define QUERY_FLAG(xyz, p) \ - ((xyz)->flags[p/32] & (1U << (p % 32))) -#define COMPARE_FLAGS(p,q) \ - ( \ - ((p)->flags[0] == (q)->flags[0]) && \ - ((p)->flags[1] == (q)->flags[1]) && \ - ((p)->flags[2] == (q)->flags[2]) && \ - ((p)->flags[3] == (q)->flags[3]) \ - ) -/* convenience macros to determine what kind of things we are dealing with */ - -#define IS_WEAPON(op) \ - (op->type == ARROW || op->type == BOW || op->type == WEAPON) - -#define IS_ARMOR(op) \ - (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ - op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ - op->type == BRACERS || op->type == GIRDLE) - -#define IS_LIVE(op) \ - ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ - (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ - !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) - -#define IS_ARROW(op) \ - (op->type==ARROW || \ - (op->type==SPELL_EFFECT && \ - (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) -/* This return TRUE if object has still randomitems which - * could be expanded. - */ -#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) +/* Basic routines to do above */ +#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 +#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 +#define QUERY_FLAG(obj, flag) (obj)->flags[flag] /* 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 invenory */ -#define FLAG_FREED 3 /* Object is in the list of free objects */ -#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -#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_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 19 /* Will generate treasure when applied */ -#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 exit */ -#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*/ +#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 invenory */ +#define FLAG_FREED 3 /* Object is in the list of free objects */ +#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ +#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_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 */ + // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ +#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 exit */ +#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 */ /* Start of values in flags[1] */ -#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 /* not implemented yet */ -#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_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 /* not implemented yet */ +#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 */ /* Start of values in flags[2] */ -#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_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_READY_HORN 83 unused (Monster) has a horn readied */ -#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_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 */ /* Start of values in flags[3] */ -#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_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to - * detect cases were the server is trying - * to send an upditem when we have not - * actually sent the item. - */ - -#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 don'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_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ -#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_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_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to + * detect cases were the server is trying + * to send an upditem when we have not + * actually sent the item. + */ + +#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 don'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_OBJ_SAVE_ON_OVL 104 /* this object should be saved on + * the overlay, and is not subject to + * decay. */ +#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_AFK 111 /* Player is AFK */ -#define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ +#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +#define FLAG_IS_BUILDABLE 110 /* Can build on item */ +#define FLAG_AFK 111 /* Player is AFK */ +#define NUM_FLAGS 111 /* Should always be equal to the last + * defined flag. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* Values can go up to 127 before the size of the flags array in the * object structure needs to be enlarged. @@ -613,24 +601,26 @@ #define NROFNEWOBJS(xyz) ((xyz)->stats.food) #if 0 + /* These should no longer be needed - access move_slow_penalty * directly. */ -#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 +# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 +# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 #endif /* 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 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ -#define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +#define MOVE_WALK 0x1 /* Object walks */ +#define MOVE_FLY_LOW 0x2 /* Low flying object */ +#define MOVE_FLY_HIGH 0x4 /* High flying object */ +#define MOVE_FLYING 0x6 + /* Combo of fly_low and fly_high */ +#define MOVE_SWIM 0x8 /* Swimming object */ +#define MOVE_BOAT 0x10 /* Boats/sailing */ +#define MOVE_ALL 0x1f /* Mask of all movement types */ /* the normal assumption is that objects are walking/flying. * So often we don't want to block movement, but still don't want @@ -647,7 +637,7 @@ * uint8 is defined yet, so just use what that would define it * at anyways. */ -typedef unsigned char MoveType; +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. @@ -667,13 +657,13 @@ #define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) #define GENERATE_TYPE(xyz) ((xyz)->stats.sp) -#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ +#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ /* Note: These values are only a default value, resizing can change them */ -#define INV_SIZE 12 /* How many items can be viewed in inventory */ -#define LOOK_SIZE 6 /* ditto, but for the look-window */ -#define MAX_INV_SIZE 40 /* For initializing arrays */ -#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ +#define INV_SIZE 12 /* How many items can be viewed in inventory */ +#define LOOK_SIZE 6 /* ditto, but for the look-window */ +#define MAX_INV_SIZE 40 /* For initializing arrays */ +#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ #define EDITABLE(xyz) ((xyz)->arch->editable) @@ -699,22 +689,23 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 /* max radii 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 MAX_LIGHT_RADII 4 + /* max radii 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 BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ - MAX_LIGHT_RADII:(xyz)->glow_radius; + MAX_LIGHT_RADII:(xyz)->glow_radius; #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 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] @@ -735,35 +726,53 @@ #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, */ +#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 */ +#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 */ +#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 */ @@ -771,28 +780,28 @@ /* 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 */ +#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 */ + /* 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 */ +#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 */ +#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 */ +#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 */ +#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 LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 /* @@ -827,13 +836,18 @@ /* Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. */ -static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) +static inline void +safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) { - if (*curlen == (maxlen-1)) return; - strncpy(dest+*curlen, orig, maxlen-*curlen-1); - dest[maxlen-1]=0; - *curlen += strlen(orig); - if (*curlen>(maxlen-1)) *curlen=maxlen-1; + if (*curlen == (maxlen - 1)) + return; + + strncpy (dest + *curlen, orig, maxlen - *curlen - 1); + dest[maxlen - 1] = 0; + *curlen += strlen (orig); + + if (*curlen > (maxlen - 1)) + *curlen = maxlen - 1; } @@ -856,7 +870,7 @@ } \ safe_strcat(retbuf,")",len,maxlen); \ } - + /* separated this from the common/item.c file. b.t. Dec 1995 */ @@ -874,8 +888,8 @@ } \ strcat(retbuf,")"); \ } - - + + #define DESCRIBE_PATH(retbuf, variable, name) \ if(variable) { \ int i,j=0; \ @@ -908,20 +922,20 @@ } /* Flags for apply_special() */ -enum apply_flag { - /* Basic flags, always use one of these */ - AP_NULL = 0, - AP_APPLY = 1, - AP_UNAPPLY = 2, +enum apply_flag +{ + /* Basic flags, always use one of these */ + AP_NULL = 0, + AP_APPLY = 1, + AP_UNAPPLY = 2, - AP_BASIC_FLAGS = 15, + AP_BASIC_FLAGS = 15, /* Optional flags, for bitwise or with a basic flag */ - AP_NO_MERGE = 16, - AP_IGNORE_CURSE = 32, - AP_PRINT = 64 /* Print what to do, don't actually do it */ - /* Note this is supported in all the functions */ - + AP_NO_MERGE = 16, + AP_IGNORE_CURSE = 32, + AP_PRINT = 64 /* Print what to do, don't actually do it */ + /* Note this is supported in all the functions */ }; /* Bitmask values for 'can_apply_object()' return values. @@ -972,22 +986,8 @@ * here. */ -#ifdef HAVE_SRANDOM #define RANDOM() random() #define SRANDOM(xyz) srandom(xyz) -#else -# ifdef HAVE_SRAND48 -# define RANDOM() lrand48() -# define SRANDOM(xyz) srand48(xyz) -# else -# ifdef HAVE_SRAND -# define RANDOM() rand() -# define SRANDOM(xyz) srand(xyz) -# else -# error "Could not find a usable random routine" -# endif -# endif -#endif /* Returns the weight of the given object. Note: it does not take the number of * items (nrof) into account. @@ -1006,30 +1006,31 @@ * kown in advance. */ - #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) - #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} - #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} - #define FINISH_FASTCAT(buf__) buf__[0]='\0'; +#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) +#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} +#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} +#define FINISH_FASTCAT(buf__) buf__[0]='\0'; /* You may uncomment following define to check sanity of code. * But use as debug only (loses all speed gained by those macros) */ + /*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - + + + + + + /* * 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 @@ -1109,12 +1110,13 @@ /*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*/ +#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 #endif /* DEFINE_H */ +