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Comparing deliantra/server/include/define.h (file contents):
Revision 1.10 by root, Tue Sep 12 18:32:37 2006 UTC vs.
Revision 1.11 by root, Sat Sep 16 22:06:17 2006 UTC

29 * with players in player.h, etc. As it is, everything just seems 29 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here. 30 * to be dumped in here.
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34# define DEFINE_H 34#define DEFINE_H
35 35
36/* 36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
39 */ 39 */
40# if !defined(__STDC__) 40#if !defined(__STDC__)
41 41
42/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
44 */ 44 */
45error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
46# endif 46#endif
47 47
48# ifndef WIN32 /* ---win32 exclude unix configuration part */ 48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 49# include <autoconf.h>
50# endif 50#endif
51 51
52# define FONTDIR "" 52#define FONTDIR ""
53# define FONTNAME "" 53#define FONTNAME ""
54 54
55/* Decstations have trouble with fabs()... */ 55/* Decstations have trouble with fabs()... */
56# define FABS(x) ((x)<0?-(x):(x)) 56#define FABS(x) ((x)<0?-(x):(x))
57 57
58# ifdef __NetBSD__ 58#ifdef __NetBSD__
59# include <sys/param.h> 59# include <sys/param.h>
60# endif 60#endif
61# ifndef MIN 61#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 62# define MIN(x,y) ((x)<(y)?(x):(y))
63# endif 63#endif
64# ifndef MAX 64#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 65# define MAX(x,y) ((x)>(y)?(x):(y))
66# endif 66#endif
67 67
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69# ifndef NAME_MAX 69#ifndef NAME_MAX
70# define NAME_MAX 255 70# define NAME_MAX 255
71# endif 71#endif
72 72
73/* MAX3 is basically like MAX, but instead does 3 values. */ 73/* MAX3 is basically like MAX, but instead does 3 values. */
74# ifndef MAX3 74#ifndef MAX3
75# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76# endif 76#endif
77 77
78/* MIN3 is basically like MIN, but instead does 3 values. */ 78/* MIN3 is basically like MIN, but instead does 3 values. */
79# ifndef MIN3 79#ifndef MIN3
80# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81# endif 81#endif
82 82
83# define MAX_STAT 30 /* The maximum legal value of any stat */ 83#define MAX_STAT 30 /* The maximum legal value of any stat */
84# define MIN_STAT 1 /* The minimum legal value of any stat */ 84#define MIN_STAT 1 /* The minimum legal value of any stat */
85 85
86# define MAX_BUF 1024 86#define MAX_BUF 1024
87 /* Used for all kinds of things */ 87 /* Used for all kinds of things */
88# define VERY_BIG_BUF 2048 88#define VERY_BIG_BUF 2048
89# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
90# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 90#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
91 91
92# define FONTSIZE 3000 /* Max chars in font */ 92#define FONTSIZE 3000 /* Max chars in font */
93 93
94# define MAX_ANIMATIONS 256 94#define MAX_ANIMATIONS 256
95 95
96# define MAX_NAME 48 96#define MAX_NAME 48
97# define BIG_NAME 32 97#define BIG_NAME 32
98# define MAX_EXT_TITLE 98 98#define MAX_EXT_TITLE 98
99 99
100/* Fatal variables: */ 100/* Fatal variables: */
101# define OUT_OF_MEMORY 0 101#define OUT_OF_MEMORY 0
102# define MAP_ERROR 1 102#define MAP_ERROR 1
103# define ARCHTABLE_TOO_SMALL 2 103#define ARCHTABLE_TOO_SMALL 2
104# define TOO_MANY_ERRORS 3 104#define TOO_MANY_ERRORS 3
105 105
106/* TYPE DEFINES */ 106/* TYPE DEFINES */
107 107
108/* Only add new values to this list if somewhere in the program code, 108/* Only add new values to this list if somewhere in the program code,
109 * it is actually needed. Just because you add a new monster does not 109 * it is actually needed. Just because you add a new monster does not
115 * Additionally, when you add a new entry, include it in the table in item.c 115 * Additionally, when you add a new entry, include it in the table in item.c
116 */ 116 */
117 117
118/* type 0 will be undefined and shows a non valid type information */ 118/* type 0 will be undefined and shows a non valid type information */
119 119
120# define PLAYER 1 120#define PLAYER 1
121# define TRANSPORT 2 /* see doc/Developers/objects */ 121#define TRANSPORT 2 /* see doc/Developers/objects */
122# define ROD 3 122#define ROD 3
123# define TREASURE 4 123#define TREASURE 4
124# define POTION 5 124#define POTION 5
125# define FOOD 6 125#define FOOD 6
126# define POISON 7 126#define POISON 7
127# define BOOK 8 127#define BOOK 8
128# define CLOCK 9 128#define CLOCK 9
129 129
130/*#define FBULLET 10 */ 130/*#define FBULLET 10 */
131 131
132/*#define FBALL 11 */ 132/*#define FBALL 11 */
133# define LIGHTNING 12 133#define LIGHTNING 12
134# define ARROW 13 134#define ARROW 13
135# define BOW 14 135#define BOW 14
136# define WEAPON 15 136#define WEAPON 15
137# define ARMOUR 16 137#define ARMOUR 16
138# define PEDESTAL 17 138#define PEDESTAL 17
139# define ALTAR 18 139#define ALTAR 18
140 140
141/*#define CONFUSION 19 */ 141/*#define CONFUSION 19 */
142# define LOCKED_DOOR 20 142#define LOCKED_DOOR 20
143# define SPECIAL_KEY 21 143#define SPECIAL_KEY 21
144# define MAP 22 144#define MAP 22
145# define DOOR 23 145#define DOOR 23
146# define KEY 24 146#define KEY 24
147 147
148/*#define MMISSILE 25 */ 148/*#define MMISSILE 25 */
149# define TIMED_GATE 26 149#define TIMED_GATE 26
150# define TRIGGER 27 150#define TRIGGER 27
151# define GRIMREAPER 28 151#define GRIMREAPER 28
152# define MAGIC_EAR 29 152#define MAGIC_EAR 29
153# define TRIGGER_BUTTON 30 153#define TRIGGER_BUTTON 30
154# define TRIGGER_ALTAR 31 154#define TRIGGER_ALTAR 31
155# define TRIGGER_PEDESTAL 32 155#define TRIGGER_PEDESTAL 32
156# define SHIELD 33 156#define SHIELD 33
157# define HELMET 34 157#define HELMET 34
158# define HORN 35 158#define HORN 35
159# define MONEY 36 159#define MONEY 36
160# define CLASS 37 /* object for applying character class modifications to someone */ 160#define CLASS 37 /* object for applying character class modifications to someone */
161# define GRAVESTONE 38 161#define GRAVESTONE 38
162# define AMULET 39 162#define AMULET 39
163# define PLAYERMOVER 40 163#define PLAYERMOVER 40
164# define TELEPORTER 41 164#define TELEPORTER 41
165# define CREATOR 42 165#define CREATOR 42
166# define SKILL 43 /* also see SKILL_TOOL (74) below */ 166#define SKILL 43 /* also see SKILL_TOOL (74) below */
167# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 167#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
168 /* experience for broad skill categories. This value */ 168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */ 169 /* is now automatically converteed at load time. */
170# define EARTHWALL 45 170#define EARTHWALL 45
171# define GOLEM 46 171#define GOLEM 46
172 172
173/*#define BOMB 47 */ 173/*#define BOMB 47 */
174# define THROWN_OBJ 48 174#define THROWN_OBJ 48
175# define BLINDNESS 49 175#define BLINDNESS 49
176# define GOD 50 176#define GOD 50
177 177
178# define DETECTOR 51 /* peterm: detector is an object */ 178#define DETECTOR 51 /* peterm: detector is an object */
179 /* which notices the presense of */ 179 /* which notices the presense of */
180 /* another object and is triggered */ 180 /* another object and is triggered */
181 /* like buttons. */ 181 /* like buttons. */
182# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 182#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
183 /* force into a player with a specified string WHEN TRIGGERED. */ 183 /* force into a player with a specified string WHEN TRIGGERED. */
184# define DEAD_OBJECT 53 184#define DEAD_OBJECT 53
185# define DRINK 54 185#define DRINK 54
186# define MARKER 55 /* inserts an invisible, weightless */ 186#define MARKER 55 /* inserts an invisible, weightless */
187 /* force into a player with a specified string. */ 187 /* force into a player with a specified string. */
188# define HOLY_ALTAR 56 188#define HOLY_ALTAR 56
189# define PLAYER_CHANGER 57 189#define PLAYER_CHANGER 57
190# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 190#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 191
192# define PEACEMAKER 59 /* Object owned by a player which can convert */ 192#define PEACEMAKER 59 /* Object owned by a player which can convert */
193 /* a monster into a peaceful being incapable of attack. */ 193 /* a monster into a peaceful being incapable of attack. */
194# define GEM 60 194#define GEM 60
195 195
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197# define FIREWALL 62 197#define FIREWALL 62
198# define ANVIL 63 198#define ANVIL 63
199# define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 199#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
200# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 200#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 * values of last_sp set how to change: 201 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 202 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 203 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 204 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 205 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 206 * 4 = charm, monsters become pets */
207# define EXIT 66 207#define EXIT 66
208# define ENCOUNTER 67 208#define ENCOUNTER 67
209# define SHOP_FLOOR 68 209#define SHOP_FLOOR 68
210# define SHOP_MAT 69 210#define SHOP_MAT 69
211# define RING 70 211#define RING 70
212# define FLOOR 71 /* this is a floor tile -> native layer 0 */ 212#define FLOOR 71 /* this is a floor tile -> native layer 0 */
213# define FLESH 72 /* animal 'body parts' -b.t. */ 213#define FLESH 72 /* animal 'body parts' -b.t. */
214# define INORGANIC 73 /* metals and minerals */ 214#define INORGANIC 73 /* metals and minerals */
215# define SKILL_TOOL 74 /* Allows the use of a skill */ 215#define SKILL_TOOL 74 /* Allows the use of a skill */
216# define LIGHTER 75 216#define LIGHTER 75
217 217
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
219 * types are not used in any archetypes, and should perhaps be removed. 219 * types are not used in any archetypes, and should perhaps be removed.
220 */ 220 */
221# define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 221#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 222
223# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 223#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
224# define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 224#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225# define MISC_OBJECT 79 /* misc. objects are for objects without a function 225#define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 in the engine. Like statues, clocks, chairs,... 226 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 227 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 228 on chairs, we create a new type and remove all
229 chairs from here. */ 229 chairs from here. */
230# define MONSTER 80 230#define MONSTER 80
231 /* yes, thats a real, living creature */ 231 /* yes, thats a real, living creature */
232# define SPAWN_GENERATOR 81 232#define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */ 233 /* a spawn point or monster generator object */
234# define LAMP 82 /* a lamp */ 234#define LAMP 82 /* a lamp */
235# define DUPLICATOR 83 /* duplicator/multiplier object */ 235#define DUPLICATOR 83 /* duplicator/multiplier object */
236# define TOOL 84 /* a tool for building objects */ 236#define TOOL 84 /* a tool for building objects */
237# define SPELLBOOK 85 237#define SPELLBOOK 85
238# define BUILDFAC 86 /* facilities for building objects */ 238#define BUILDFAC 86 /* facilities for building objects */
239# define CLOAK 87 239#define CLOAK 87
240 240
241/*#define CONE 88 */ 241/*#define CONE 88 */
242 242
243 /*#define AURA 89 *//* aura spell object */ 243 /*#define AURA 89 *//* aura spell object */
244 244
245# define SPINNER 90 245#define SPINNER 90
246# define GATE 91 246#define GATE 91
247# define BUTTON 92 247#define BUTTON 92
248# define CF_HANDLE 93 248#define CF_HANDLE 93
249# define HOLE 94 249#define HOLE 94
250# define TRAPDOOR 95 250#define TRAPDOOR 95
251 251
252/*#define WORD_OF_RECALL 96 */ 252/*#define WORD_OF_RECALL 96 */
253 253
254/*#define PARAIMAGE 97 */ 254/*#define PARAIMAGE 97 */
255# define SIGN 98 255#define SIGN 98
256# define BOOTS 99 256#define BOOTS 99
257# define GLOVES 100 257#define GLOVES 100
258# define SPELL 101 258#define SPELL 101
259# define SPELL_EFFECT 102 259#define SPELL_EFFECT 102
260# define CONVERTER 103 260#define CONVERTER 103
261# define BRACERS 104 261#define BRACERS 104
262# define POISONING 105 262#define POISONING 105
263# define SAVEBED 106 263#define SAVEBED 106
264# define POISONCLOUD 107 264#define POISONCLOUD 107
265# define FIREHOLES 108 265#define FIREHOLES 108
266# define WAND 109 266#define WAND 109
267 267
268/*#define ABILITY 110*/ 268/*#define ABILITY 110*/
269# define SCROLL 111 269#define SCROLL 111
270# define DIRECTOR 112 270#define DIRECTOR 112
271# define GIRDLE 113 271#define GIRDLE 113
272# define FORCE 114 272#define FORCE 114
273# define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 273#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
274# define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 274#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
275# define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 275#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276# define CONTAINER 122 276#define CONTAINER 122
277# define ARMOUR_IMPROVER 123 277#define ARMOUR_IMPROVER 123
278# define WEAPON_IMPROVER 124 278#define WEAPON_IMPROVER 124
279 279
280/* unused: 125 - 129 280/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER 281 * type 125 was MONEY_CHANGER
282 */ 282 */
283# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 283#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
284# define DEEP_SWAMP 138 284#define DEEP_SWAMP 138
285# define IDENTIFY_ALTAR 139 285#define IDENTIFY_ALTAR 139
286 286
287 /*#define CANCELLATION 141*//* not used with new spell code */ 287 /*#define CANCELLATION 141*//* not used with new spell code */
288# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 288#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289 289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291 291
292/*#define SWARM_SPELL 153*/ 292/*#define SWARM_SPELL 153*/
293# define RUNE 154 293#define RUNE 154
294# define TRAP 155 294#define TRAP 155
295 295
296# define POWER_CRYSTAL 156 296#define POWER_CRYSTAL 156
297# define CORPSE 157 297#define CORPSE 157
298 298
299# define DISEASE 158 299#define DISEASE 158
300# define SYMPTOM 159 300#define SYMPTOM 159
301# define BUILDER 160 /* Generic item builder, see subtypes */ 301#define BUILDER 160 /* Generic item builder, see subtypes */
302# define MATERIAL 161/* Material for building */ 302#define MATERIAL 161/* Material for building */
303 303
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 304/* #define GPS 162 Ground positionning system, moved to Python plugin */
305# define ITEM_TRANSFORMER 163/* Transforming one item with another */ 305#define ITEM_TRANSFORMER 163/* Transforming one item with another */
306# define QUEST 164/* See below for subtypes */ 306#define QUEST 164/* See below for subtypes */
307# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 307#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */ 308 potions, alchemy, or magic works here (elmex) */
309 309
310/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
311 311
312# define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 312#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313 313
314/* Subtypes for BUILDER */ 314/* Subtypes for BUILDER */
315# define ST_BD_BUILD 1 /* Builds an item */ 315#define ST_BD_BUILD 1 /* Builds an item */
316# define ST_BD_REMOVE 2 /* Removes an item */ 316#define ST_BD_REMOVE 2 /* Removes an item */
317 317
318/* Subtypes for MATERIAL */ 318/* Subtypes for MATERIAL */
319# define ST_MAT_FLOOR 1 /* Floor */ 319#define ST_MAT_FLOOR 1 /* Floor */
320# define ST_MAT_WALL 2 /* Wall */ 320#define ST_MAT_WALL 2 /* Wall */
321# define ST_MAT_ITEM 3 /* All other items, including doors & such */ 321#define ST_MAT_ITEM 3 /* All other items, including doors & such */
322 322
323/* definitions for weapontypes */ 323/* definitions for weapontypes */
324 324
325# define WEAP_HIT 0 /* the basic */ 325#define WEAP_HIT 0 /* the basic */
326# define WEAP_SLASH 1 /* slash */ 326#define WEAP_SLASH 1 /* slash */
327# define WEAP_PIERCE 2 /* arrows, stiletto */ 327#define WEAP_PIERCE 2 /* arrows, stiletto */
328# define WEAP_CLEAVE 3 /* axe */ 328#define WEAP_CLEAVE 3 /* axe */
329# define WEAP_SLICE 4 /* katana */ 329#define WEAP_SLICE 4 /* katana */
330# define WEAP_STAB 5 /* knife, dagger */ 330#define WEAP_STAB 5 /* knife, dagger */
331# define WEAP_WHIP 6 /* whips n chains */ 331#define WEAP_WHIP 6 /* whips n chains */
332# define WEAP_CRUSH 7 /* big hammers, flails */ 332#define WEAP_CRUSH 7 /* big hammers, flails */
333# define WEAP_BLUD 8 /* bludgeoning, club, stick */ 333#define WEAP_BLUD 8 /* bludgeoning, club, stick */
334 334
335typedef struct typedata 335typedef struct typedata
336{ 336{
337 int number; 337 int number;
338 const char *name; 338 const char *name;
347/* definitions for detailed pickup descriptions. 347/* definitions for detailed pickup descriptions.
348 * The objective is to define intelligent groups of items that the 348 * The objective is to define intelligent groups of items that the
349 * user can pick up or leave as he likes. */ 349 * user can pick up or leave as he likes. */
350 350
351/* high bit as flag for new pickup options */ 351/* high bit as flag for new pickup options */
352# define PU_NOTHING 0x00000000 352#define PU_NOTHING 0x00000000
353 353
354# define PU_DEBUG 0x10000000 354#define PU_DEBUG 0x10000000
355# define PU_INHIBIT 0x20000000 355#define PU_INHIBIT 0x20000000
356# define PU_STOP 0x40000000 356#define PU_STOP 0x40000000
357# define PU_NEWMODE 0x80000000 357#define PU_NEWMODE 0x80000000
358 358
359# define PU_RATIO 0x0000000F 359#define PU_RATIO 0x0000000F
360 360
361# define PU_FOOD 0x00000010 361#define PU_FOOD 0x00000010
362# define PU_DRINK 0x00000020 362#define PU_DRINK 0x00000020
363# define PU_VALUABLES 0x00000040 363#define PU_VALUABLES 0x00000040
364# define PU_BOW 0x00000080 364#define PU_BOW 0x00000080
365 365
366# define PU_ARROW 0x00000100 366#define PU_ARROW 0x00000100
367# define PU_HELMET 0x00000200 367#define PU_HELMET 0x00000200
368# define PU_SHIELD 0x00000400 368#define PU_SHIELD 0x00000400
369# define PU_ARMOUR 0x00000800 369#define PU_ARMOUR 0x00000800
370 370
371# define PU_BOOTS 0x00001000 371#define PU_BOOTS 0x00001000
372# define PU_GLOVES 0x00002000 372#define PU_GLOVES 0x00002000
373# define PU_CLOAK 0x00004000 373#define PU_CLOAK 0x00004000
374# define PU_KEY 0x00008000 374#define PU_KEY 0x00008000
375 375
376# define PU_MISSILEWEAPON 0x00010000 376#define PU_MISSILEWEAPON 0x00010000
377# define PU_ALLWEAPON 0x00020000 377#define PU_ALLWEAPON 0x00020000
378# define PU_MAGICAL 0x00040000 378#define PU_MAGICAL 0x00040000
379# define PU_POTION 0x00080000 379#define PU_POTION 0x00080000
380 380
381# define PU_SPELLBOOK 0x00100000 381#define PU_SPELLBOOK 0x00100000
382# define PU_SKILLSCROLL 0x00200000 382#define PU_SKILLSCROLL 0x00200000
383# define PU_READABLES 0x00400000 383#define PU_READABLES 0x00400000
384# define PU_MAGIC_DEVICE 0x00800000 384#define PU_MAGIC_DEVICE 0x00800000
385 385
386# define PU_NOT_CURSED 0x01000000 386#define PU_NOT_CURSED 0x01000000
387# define PU_JEWELS 0x02000000 387#define PU_JEWELS 0x02000000
388 388
389 389
390/* Instead of using arbitrary constants for indexing the 390/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 391 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 392 * within 1 space. <= SIZEOFFREE2 wll get you withing
393 * 2 spaces, and the entire array (< SIZEOFFREE) is 393 * 2 spaces, and the entire array (< SIZEOFFREE) is
394 * three spaces 394 * three spaces
395 */ 395 */
396# define SIZEOFFREE1 8 396#define SIZEOFFREE1 8
397# define SIZEOFFREE2 24 397#define SIZEOFFREE2 24
398# define SIZEOFFREE 49 398#define SIZEOFFREE 49
399 399
400# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 400#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 401
402/* Flag structure now changed. 402/* Flag structure now changed.
403 * Each flag is now a bit offset, starting at zero. The macros 403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object 404 * will update/read the appropriate flag element in the object
405 * structure. 405 * structure.
427 * flags[2] is 64 to 95 427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127 428 * flags[3] is 96 to 127
429 */ 429 */
430 430
431/* Basic routines to do above */ 431/* Basic routines to do above */
432# define SET_FLAG(xyz, p) \ 432#define SET_FLAG(xyz, p) \
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 433 ((xyz)->flags[p/32] |= (1U << (p % 32)))
434# define CLEAR_FLAG(xyz, p) \ 434#define CLEAR_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436# define QUERY_FLAG(xyz, p) \ 436#define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32))) 437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438# define COMPARE_FLAGS(p,q) \ 438#define COMPARE_FLAGS(p,q) \
439 ( \ 439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \ 440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \ 441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \ 442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \ 443 ((p)->flags[3] == (q)->flags[3]) \
444 ) 444 )
445 445
446/* convenience macros to determine what kind of things we are dealing with */ 446/* convenience macros to determine what kind of things we are dealing with */
447 447
448# define IS_WEAPON(op) \ 448#define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450 450
451# define IS_ARMOR(op) \ 451#define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE) 454 op->type == BRACERS || op->type == GIRDLE)
455 455
456# define IS_LIVE(op) \ 456#define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460 460
461# define IS_ARROW(op) \ 461#define IS_ARROW(op) \
462 (op->type==ARROW || \ 462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \ 463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465 465
466/* This return TRUE if object has still randomitems which 466/* This return TRUE if object has still randomitems which
467 * could be expanded. 467 * could be expanded.
468 */ 468 */
469# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 469#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 470
471/* the flags */ 471/* the flags */
472 472
473# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 473#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474# define FLAG_WIZ 1 /* Object has special privilegies */ 474#define FLAG_WIZ 1 /* Object has special privilegies */
475# define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 475#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
476# define FLAG_FREED 3 /* Object is in the list of free objects */ 476#define FLAG_FREED 3 /* Object is in the list of free objects */
477# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 477#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
478# define FLAG_APPLIED 5 /* Object is ready for use by living */ 478#define FLAG_APPLIED 5 /* Object is ready for use by living */
479# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 479#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480# define FLAG_USE_SHIELD 7 480#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 481 /* Can this creature use a shield? */
482 482
483# define FLAG_NO_PICK 8 /* Object can't be picked up */ 483#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 484
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486 486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
488# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 488#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 489
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491 491
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
493# define FLAG_MONSTER 14 /* Will attack players */ 493#define FLAG_MONSTER 14 /* Will attack players */
494# define FLAG_FRIENDLY 15 /* Will help players */ 494#define FLAG_FRIENDLY 15 /* Will help players */
495 495
496# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 496#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 497#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498# define FLAG_AUTO_APPLY 18 498#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 499 /* Will be applied when created */
500# define FLAG_TREASURE 19 /* Will generate treasure when applied */ 500#define FLAG_TREASURE 19 /* Will generate treasure when applied */
501# define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 501#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 502#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503# define FLAG_CAN_ROLL 22 /* Object can be rolled */ 503#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 504#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 505#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 506
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508 508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510 510
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
512# define FLAG_IS_USED_UP 28 512#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 513 /* When (--food<0) the object will exit */
514# define FLAG_IDENTIFIED 29 514#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 515 /* Player knows full info about item */
516# define FLAG_REFLECTING 30 516#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 517 /* Object reflects from walls (lightning) */
518# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 518#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 519
520/* Start of values in flags[1] */ 520/* Start of values in flags[1] */
521# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 521#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522# define FLAG_HITBACK 33 /* Object will hit back when hit */ 522#define FLAG_HITBACK 33 /* Object will hit back when hit */
523# define FLAG_STARTEQUIP 34 523#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 524 /* Object was given to player at start */
525# define FLAG_BLOCKSVIEW 35 525#define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */ 526 /* Object blocks view */
527# define FLAG_UNDEAD 36 /* Monster is undead */ 527#define FLAG_UNDEAD 36 /* Monster is undead */
528# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 528#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 529#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 530#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531 531
532# define FLAG_REFL_SPELL 40 532#define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */ 533 /* Spells (some) will reflect from object */
534# define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 534#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
535# define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 535#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
536# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 536#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537# define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 537#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 538#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 539 but can still attack at a distance */
540 540
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 542 thru this object as if it wasn't there */
543 543
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545 545
546# define FLAG_PICK_UP 48 /* Can pick up */ 546#define FLAG_PICK_UP 48 /* Can pick up */
547# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 547#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548# define FLAG_NO_DROP 50 /* Object can't be dropped */ 548#define FLAG_NO_DROP 50 /* Object can't be dropped */
549# define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 549#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
550# define FLAG_CAST_SPELL 52 550#define FLAG_CAST_SPELL 52
551 /* (Monster) can learn and cast spells */ 551 /* (Monster) can learn and cast spells */
552# define FLAG_USE_SCROLL 53 552#define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */ 553 /* (Monster) can read scroll */
554# define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 554#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
555# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 555#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556 556
557# define FLAG_USE_ARMOUR 56 557#define FLAG_USE_ARMOUR 56
558 /* (Monster) can wear armour/shield/helmet */ 558 /* (Monster) can wear armour/shield/helmet */
559# define FLAG_USE_WEAPON 57 559#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */ 560 /* (Monster) can wield weapons */
561# define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 561#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562# define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 562#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563# define FLAG_READY_BOW 60 /* not implemented yet */ 563#define FLAG_READY_BOW 60 /* not implemented yet */
564# define FLAG_XRAYS 61 /* X-ray vision */ 564#define FLAG_XRAYS 61 /* X-ray vision */
565# define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 565#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566# define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 566#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 567
568/* Start of values in flags[2] */ 568/* Start of values in flags[2] */
569# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 569#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570# define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 570#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571# define FLAG_SLEEP 66 /* NPC is sleeping */ 571#define FLAG_SLEEP 66 /* NPC is sleeping */
572# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 572#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 573#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574# define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 574#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
575# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 575#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576# define FLAG_STEALTH 71 /* Will wake monsters with less range */ 576#define FLAG_STEALTH 71 /* Will wake monsters with less range */
577 577
578# define FLAG_WIZPASS 72 /* The wizard can go through walls */ 578#define FLAG_WIZPASS 72 /* The wizard can go through walls */
579# define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 579#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
580# define FLAG_CURSED 74 /* The object is cursed */ 580#define FLAG_CURSED 74 /* The object is cursed */
581# define FLAG_DAMNED 75 /* The object is _very_ cursed */ 581#define FLAG_DAMNED 75 /* The object is _very_ cursed */
582# define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 582#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
583# define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 583#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
584# define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 584#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
585# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 585#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586 586
587# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 587#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588# define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 588#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 589#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 590
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 592#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593# define FLAG_MAKE_INVIS 85 593#define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */ 594 /* (Item) gives invisibility when applied */
595# define FLAG_INV_LOCKED 86 595#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */ 596 /* Item will not be dropped from inventory */
597# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 597#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598 598
599# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 599#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600# define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 600#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
601# define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 601#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
602# define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 602#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603# define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 603#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604# define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 604#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 605#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 606
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 608
609/* Start of values in flags[3] */ 609/* Start of values in flags[3] */
610# define FLAG_NO_STEAL 96 /* Item can't be stolen */ 610#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611# define FLAG_ONE_HIT 97 /* Monster can only hit once before going 611#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit) 612 * away (replaces ghosthit)
613 */ 613 */
614# define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 614#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
615 * detect cases were the server is trying 615 * detect cases were the server is trying
616 * to send an upditem when we have not 616 * to send an upditem when we have not
617 * actually sent the item. 617 * actually sent the item.
618 */ 618 */
619 619
620# define FLAG_BERSERK 99 /* monster will attack closest living 620#define FLAG_BERSERK 99 /* monster will attack closest living
621 object */ 621 object */
622# define FLAG_NEUTRAL 100 /* monster is from type neutral */ 622#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623# define FLAG_NO_ATTACK 101 /* monster don't attack */ 623#define FLAG_NO_ATTACK 101 /* monster don't attack */
624# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 624#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625# define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 625#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */ 626 * load_original_map() */
627# define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 627#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to 628 * the overlay, and is not subject to
629 * decay. */ 629 * decay. */
630# define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 630#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631# define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 631#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632# define FLAG_IS_WATER 107 632#define FLAG_IS_WATER 107
633# define FLAG_CONTENT_ON_GEN 108 633#define FLAG_CONTENT_ON_GEN 108
634# define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 634#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635# define FLAG_IS_BUILDABLE 110 /* Can build on item */ 635#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636# define FLAG_AFK 111 /* Player is AFK */ 636#define FLAG_AFK 111 /* Player is AFK */
637# define NUM_FLAGS 111 /* Should always be equal to the last 637#define NUM_FLAGS 111 /* Should always be equal to the last
638 * defined flag. If you change this, 638 * defined flag. If you change this,
639 * make sure you update the flag_links 639 * make sure you update the flag_links
640 * in common/loader.l 640 * in common/loader.l
641 */ 641 */
642 642
644 * object structure needs to be enlarged. 644 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 645 * So there are 18 available flags slots
646 */ 646 */
647 647
648 648
649# define NROFNEWOBJS(xyz) ((xyz)->stats.food) 649#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650 650
651# if 0 651#if 0
652 652
653/* These should no longer be needed - access move_slow_penalty 653/* These should no longer be needed - access move_slow_penalty
654 * directly. 654 * directly.
655 */ 655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658# endif 658#endif
659 659
660/* If you add new movement types, you may need to update 660/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 661 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 662 * change_abil() probably should be updated also.
663 */ 663 */
664# define MOVE_WALK 0x1 /* Object walks */ 664#define MOVE_WALK 0x1 /* Object walks */
665# define MOVE_FLY_LOW 0x2 /* Low flying object */ 665#define MOVE_FLY_LOW 0x2 /* Low flying object */
666# define MOVE_FLY_HIGH 0x4 /* High flying object */ 666#define MOVE_FLY_HIGH 0x4 /* High flying object */
667# define MOVE_FLYING 0x6 667#define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */ 668 /* Combo of fly_low and fly_high */
669# define MOVE_SWIM 0x8 /* Swimming object */ 669#define MOVE_SWIM 0x8 /* Swimming object */
670# define MOVE_BOAT 0x10 /* Boats/sailing */ 670#define MOVE_BOAT 0x10 /* Boats/sailing */
671# define MOVE_ALL 0x1f /* Mask of all movement types */ 671#define MOVE_ALL 0x1f /* Mask of all movement types */
672 672
673/* the normal assumption is that objects are walking/flying. 673/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want 674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also 675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get 676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow 677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really 678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0 679 * want nothing at all, then can always set move_block to 0
680 */ 680 */
681# define MOVE_BLOCK_DEFAULT MOVE_SWIM 681#define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 682
683/* typdef here to define type large enough to hold bitmask of 683/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 684 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it 685 * uint8 is defined yet, so just use what that would define it
686 * at anyways. 686 * at anyways.
688typedef unsigned char MoveType; 688typedef unsigned char MoveType;
689 689
690/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 690/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
691 * Basically, ob2 has to block all of ob1 movement types. 691 * Basically, ob2 has to block all of ob1 movement types.
692 */ 692 */
693# define OB_MOVE_BLOCK(ob1, ob2) \ 693#define OB_MOVE_BLOCK(ob1, ob2) \
694 ((ob1->move_type & ob2->move_block) == ob1->move_type) 694 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695 695
696/* Basic macro to see if if ob1 can not move onto a space based 696/* Basic macro to see if if ob1 can not move onto a space based
697 * on the 'type' move_block parameter 697 * on the 'type' move_block parameter
698 * Add check - if type is 0, don't stop anything from moving 698 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 699 * onto it.
700 * 700 *
701 */ 701 */
702# define OB_TYPE_MOVE_BLOCK(ob1, type) \ 702#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
704 704
705 705
706# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 706#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707# define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 707#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 708#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709 709
710/* Note: These values are only a default value, resizing can change them */ 710/* Note: These values are only a default value, resizing can change them */
711# define INV_SIZE 12 /* How many items can be viewed in inventory */ 711#define INV_SIZE 12 /* How many items can be viewed in inventory */
712# define LOOK_SIZE 6 /* ditto, but for the look-window */ 712#define LOOK_SIZE 6 /* ditto, but for the look-window */
713# define MAX_INV_SIZE 40 /* For initializing arrays */ 713#define MAX_INV_SIZE 40 /* For initializing arrays */
714# define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 714#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715 715
716# define EDITABLE(xyz) ((xyz)->arch->editable) 716#define EDITABLE(xyz) ((xyz)->arch->editable)
717 717
718# define E_MONSTER 0x00000001 718#define E_MONSTER 0x00000001
719# define E_EXIT 0x00000002 719#define E_EXIT 0x00000002
720# define E_TREASURE 0x00000004 720#define E_TREASURE 0x00000004
721# define E_BACKGROUND 0x00000008 721#define E_BACKGROUND 0x00000008
722# define E_DOOR 0x00000010 722#define E_DOOR 0x00000010
723# define E_SPECIAL 0x00000020 723#define E_SPECIAL 0x00000020
724# define E_SHOP 0x00000040 724#define E_SHOP 0x00000040
725# define E_NORMAL 0x00000080 725#define E_NORMAL 0x00000080
726# define E_FALSE_WALL 0x00000100 726#define E_FALSE_WALL 0x00000100
727# define E_WALL 0x00000200 727#define E_WALL 0x00000200
728# define E_EQUIPMENT 0x00000400 728#define E_EQUIPMENT 0x00000400
729# define E_OTHER 0x00000800 729#define E_OTHER 0x00000800
730# define E_ARTIFACT 0x00001000 730#define E_ARTIFACT 0x00001000
731 731
732# define EXIT_PATH(xyz) (xyz)->slaying 732#define EXIT_PATH(xyz) (xyz)->slaying
733# define EXIT_LEVEL(xyz) (xyz)->stats.food 733#define EXIT_LEVEL(xyz) (xyz)->stats.food
734# define EXIT_X(xyz) (xyz)->stats.hp 734#define EXIT_X(xyz) (xyz)->stats.hp
735# define EXIT_Y(xyz) (xyz)->stats.sp 735#define EXIT_Y(xyz) (xyz)->stats.sp
736# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 736#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 737#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 738
739/* for use by the lighting code */ 739/* for use by the lighting code */
740# define MAX_LIGHT_RADII 4 740#define MAX_LIGHT_RADII 4
741 /* max radii for 'light' object, really 741 /* max radii for 'light' object, really
742 * large values allow objects that can 742 * large values allow objects that can
743 * slow down the game */ 743 * slow down the game */
744# define MAX_DARKNESS 5 /* maximum map darkness, there is no 744#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 745 * practical reason to exceed this */
746# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 746#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
747 MAX_LIGHT_RADII:(xyz)->glow_radius; 747 MAX_LIGHT_RADII:(xyz)->glow_radius;
748 748
749# define F_BUY 0 749#define F_BUY 0
750# define F_SELL 1 750#define F_SELL 1
751# define F_TRUE 2 /* True value of item, unadjusted */ 751#define F_TRUE 2 /* True value of item, unadjusted */
752# define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 752#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
753# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 753#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 754#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755# define F_APPROX 32 /* flag to give a guess of item value */ 755#define F_APPROX 32 /* flag to give a guess of item value */
756# define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 756#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
757 757
758# define DIRX(xyz) freearr_x[(xyz)->direction] 758#define DIRX(xyz) freearr_x[(xyz)->direction]
759# define DIRY(xyz) freearr_y[(xyz)->direction] 759#define DIRY(xyz) freearr_y[(xyz)->direction]
760 760
761# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 761#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; 762#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763 763
764# define ARMOUR_SPEED(xyz) (xyz)->last_sp 764#define ARMOUR_SPEED(xyz) (xyz)->last_sp
765# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 765#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766# define WEAPON_SPEED(xyz) (xyz)->last_sp 766#define WEAPON_SPEED(xyz) (xyz)->last_sp
767 767
768/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 768/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
769 each of them signed char, concatenated in a int16 */ 769 each of them signed char, concatenated in a int16 */
770# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 770#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 771#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772# define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 772#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773# define FIRE_DIRECTIONAL 0 773#define FIRE_DIRECTIONAL 0
774# define FIRE_POSITIONAL 1 774#define FIRE_POSITIONAL 1
775 775
776/******************************************************************************/ 776/******************************************************************************/
777 777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779 779
808/* ------------------- */ 808/* ------------------- */
809 809
810/* attack_movement = 33 */ 810/* attack_movement = 33 */
811 811
812/******************************************************************************/ 812/******************************************************************************/
813# define DISTATT 1 /* move toward a player if far, but mantain some space, */ 813#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 814 /* attack from a distance - good for missile users only */
815# define RUNATT 2 /* run but attack if player catches up to object */ 815#define RUNATT 2 /* run but attack if player catches up to object */
816# define HITRUN 3 /* run to then hit player then run away cyclicly */ 816#define HITRUN 3 /* run to then hit player then run away cyclicly */
817# define WAITATT 4 /* wait for player to approach then hit, move if hit */ 817#define WAITATT 4 /* wait for player to approach then hit, move if hit */
818# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 818#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819# define ALLRUN 6 /* always run never attack good for sim. of weak player */ 819#define ALLRUN 6 /* always run never attack good for sim. of weak player */
820# define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 820#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
821# define WAIT2 8 /* monster does not try to move towards player if far */ 821#define WAIT2 8 /* monster does not try to move towards player if far */
822 /* maintains comfortable distance */ 822 /* maintains comfortable distance */
823# define PETMOVE 16 /* if the upper four bits of attack_movement */ 823#define PETMOVE 16 /* if the upper four bits of attack_movement */
824 /* are set to this number, the monster follows a player */ 824 /* are set to this number, the monster follows a player */
825 /* until the owner calls it back or off */ 825 /* until the owner calls it back or off */
826 /* player followed denoted by 0b->owner */ 826 /* player followed denoted by 0b->owner */
827 /* the monster will try to attack whatever the player is */ 827 /* the monster will try to attack whatever the player is */
828 /* attacking, and will continue to do so until the owner */ 828 /* attacking, and will continue to do so until the owner */
829 /* calls off the monster - a key command will be */ 829 /* calls off the monster - a key command will be */
830 /* inserted to do so */ 830 /* inserted to do so */
831# define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 831#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
832 /* are set to this number, the monster will move in a */ 832 /* are set to this number, the monster will move in a */
833 /* circle until it is attacked, or the enemy field is */ 833 /* circle until it is attacked, or the enemy field is */
834 /* set, this is good for non-aggressive monsters and NPC */ 834 /* set, this is good for non-aggressive monsters and NPC */
835# define CIRCLE2 48 /* same as above but a larger circle is used */ 835#define CIRCLE2 48 /* same as above but a larger circle is used */
836# define PACEH 64 /* The Monster will pace back and forth until attacked */ 836#define PACEH 64 /* The Monster will pace back and forth until attacked */
837 /* this is HORIZONTAL movement */ 837 /* this is HORIZONTAL movement */
838# define PACEH2 80 /* the monster will pace as above but the length of the */ 838#define PACEH2 80 /* the monster will pace as above but the length of the */
839 /* pace area is longer and the monster stops before */ 839 /* pace area is longer and the monster stops before */
840 /* changing directions */ 840 /* changing directions */
841 /* this is HORIZONTAL movement */ 841 /* this is HORIZONTAL movement */
842# define RANDO 96 /* the monster will go in a random direction until */ 842#define RANDO 96 /* the monster will go in a random direction until */
843 /* it is stopped by an obstacle, then it chooses another */ 843 /* it is stopped by an obstacle, then it chooses another */
844 /* direction. */ 844 /* direction. */
845# define RANDO2 112 /* constantly move in a different random direction */ 845#define RANDO2 112 /* constantly move in a different random direction */
846# define PACEV 128 /* The Monster will pace back and forth until attacked */ 846#define PACEV 128 /* The Monster will pace back and forth until attacked */
847 /* this is VERTICAL movement */ 847 /* this is VERTICAL movement */
848# define PACEV2 144 /* the monster will pace as above but the length of the */ 848#define PACEV2 144 /* the monster will pace as above but the length of the */
849 /* pace area is longer and the monster stops before */ 849 /* pace area is longer and the monster stops before */
850 /* changing directions */ 850 /* changing directions */
851 /* this is VERTICAL movement */ 851 /* this is VERTICAL movement */
852# define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 852#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853# define HI4 240 853#define HI4 240
854 854
855/* 855/*
856 * Use of the state-variable in player objects: 856 * Use of the state-variable in player objects:
857 */ 857 */
858 858
859# define ST_PLAYING 0 859#define ST_PLAYING 0
860# define ST_PLAY_AGAIN 1 860#define ST_PLAY_AGAIN 1
861# define ST_ROLL_STAT 2 861#define ST_ROLL_STAT 2
862# define ST_CHANGE_CLASS 3 862#define ST_CHANGE_CLASS 3
863# define ST_CONFIRM_QUIT 4 863#define ST_CONFIRM_QUIT 4
864# define ST_CONFIGURE 5 864#define ST_CONFIGURE 5
865# define ST_GET_NAME 6 865#define ST_GET_NAME 6
866# define ST_GET_PASSWORD 7 866#define ST_GET_PASSWORD 7
867# define ST_CONFIRM_PASSWORD 8 867#define ST_CONFIRM_PASSWORD 8
868# define ST_GET_PARTY_PASSWORD 10 868#define ST_GET_PARTY_PASSWORD 10
869 869
870# define BLANK_FACE_NAME "blank.111" 870#define BLANK_FACE_NAME "blank.111"
871# define EMPTY_FACE_NAME "empty.111" 871#define EMPTY_FACE_NAME "empty.111"
872# define DARK_FACE1_NAME "dark1.111" 872#define DARK_FACE1_NAME "dark1.111"
873# define DARK_FACE2_NAME "dark2.111" 873#define DARK_FACE2_NAME "dark2.111"
874# define DARK_FACE3_NAME "dark3.111" 874#define DARK_FACE3_NAME "dark3.111"
875# define SMOOTH_FACE_NAME "default_smoothed.111" 875#define SMOOTH_FACE_NAME "default_smoothed.111"
876 876
877/* 877/*
878 * Defines for the luck/random functions to make things more readable 878 * Defines for the luck/random functions to make things more readable
879 */ 879 */
880 880
881# define PREFER_HIGH 1 881#define PREFER_HIGH 1
882# define PREFER_LOW 0 882#define PREFER_LOW 0
883 883
884/* Simple function we use below to keep adding to the same string 884/* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string. 885 * but also make sure we don't overwrite that string.
886 */ 886 */
887static inline void 887static inline void
902/* The SAFE versions of these call the safe_strcat function above. 902/* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they 903 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as 904 * require some extra support in the calling function to remain as
905 * efficient. 905 * efficient.
906 */ 906 */
907# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ 907#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \ 908 if(variable) { \
909 int i,j=0; \ 909 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \ 911 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \ 912 if(variable & (1<<i)) { \
920 } 920 }
921 921
922 922
923/* separated this from the common/item.c file. b.t. Dec 1995 */ 923/* separated this from the common/item.c file. b.t. Dec 1995 */
924 924
925# define DESCRIBE_ABILITY(retbuf, variable, name) \ 925#define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \ 926 if(variable) { \
927 int i,j=0; \ 927 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \ 928 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \ 929 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \ 930 if(variable & (1<<i)) { \
936 } \ 936 } \
937 strcat(retbuf,")"); \ 937 strcat(retbuf,")"); \
938 } 938 }
939 939
940 940
941# define DESCRIBE_PATH(retbuf, variable, name) \ 941#define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \ 942 if(variable) { \
943 int i,j=0; \ 943 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \ 944 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \ 945 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \ 946 if(variable & (1<<i)) { \
952 } \ 952 } \
953 strcat(retbuf,")"); \ 953 strcat(retbuf,")"); \
954 } 954 }
955 955
956 956
957# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \ 957#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \ 958 if(variable) { \
959 int i,j=0; \ 959 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \ 960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \ 961 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \ 962 if(variable & (1<<i)) { \
1010 * this one can be applied. Think of rings - human is wearing two 1010 * this one can be applied. Think of rings - human is wearing two
1011 * rings and tries to apply one - there are two possible rings he 1011 * rings and tries to apply one - there are two possible rings he
1012 * could remove. 1012 * could remove.
1013 * 1013 *
1014 */ 1014 */
1015# define CAN_APPLY_NEVER 0x1 1015#define CAN_APPLY_NEVER 0x1
1016# define CAN_APPLY_RESTRICTION 0x2 1016#define CAN_APPLY_RESTRICTION 0x2
1017# define CAN_APPLY_NOT_MASK 0xf 1017#define CAN_APPLY_NOT_MASK 0xf
1018# define CAN_APPLY_UNAPPLY 0x10 1018#define CAN_APPLY_UNAPPLY 0x10
1019# define CAN_APPLY_UNAPPLY_MULT 0x20 1019#define CAN_APPLY_UNAPPLY_MULT 0x20
1020# define CAN_APPLY_UNAPPLY_CHOICE 0x40 1020#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 1021
1022/* Cut off point of when an object is put on the active list or not */ 1022/* Cut off point of when an object is put on the active list or not */
1023# define MIN_ACTIVE_SPEED 0.00001 1023#define MIN_ACTIVE_SPEED 0.00001
1024 1024
1025/* 1025/*
1026 * random() is much better than rand(). If you have random(), use it instead. 1026 * random() is much better than rand(). If you have random(), use it instead.
1027 * You shouldn't need to change any of this 1027 * You shouldn't need to change any of this
1028 * 1028 *
1032 * 1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here. 1034 * here.
1035 */ 1035 */
1036 1036
1037# ifdef HAVE_SRANDOM 1037#ifdef HAVE_SRANDOM
1038# define RANDOM() random() 1038# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz) 1039# define SRANDOM(xyz) srandom(xyz)
1040#else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1040# else 1044# else
1041# ifdef HAVE_SRAND48 1045# ifdef HAVE_SRAND
1042# define RANDOM() lrand48() 1046# define RANDOM() rand()
1043# define SRANDOM(xyz) srand48(xyz) 1047# define SRANDOM(xyz) srand(xyz)
1044# else 1048# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine" 1049# error "Could not find a usable random routine"
1050# endif
1051# endif 1050# endif
1052# endif 1051# endif
1052#endif
1053 1053
1054/* Returns the weight of the given object. Note: it does not take the number of 1054/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 1055 * items (nrof) into account.
1056 */ 1056 */
1057# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 1057#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058 1058
1059 1059
1060/* Code fastening defines 1060/* Code fastening defines
1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by 1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062 * buf__ and increment buf__ position so it will point to the end of buf__. 1062 * buf__ and increment buf__ position so it will point to the end of buf__.
1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067 * keep in mind FAST_STRNCAT is faster since length of second argument is 1067 * keep in mind FAST_STRNCAT is faster since length of second argument is
1068 * kown in advance. 1068 * kown in advance.
1069 */ 1069 */
1070 1070
1071# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1071#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1072#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1073#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074# define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1074#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 1075
1076 /* You may uncomment following define to check sanity of code. 1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros) 1077 * But use as debug only (loses all speed gained by those macros)
1078 */ 1078 */
1079 1079
1092 * to keep the client up to date too! 1092 * to keep the client up to date too!
1093 */ 1093 */
1094 1094
1095 1095
1096/* message types */ 1096/* message types */
1097# define MSG_TYPE_BOOK 1 1097#define MSG_TYPE_BOOK 1
1098# define MSG_TYPE_CARD 2 1098#define MSG_TYPE_CARD 2
1099# define MSG_TYPE_PAPER 3 1099#define MSG_TYPE_PAPER 3
1100# define MSG_TYPE_SIGN 4 1100#define MSG_TYPE_SIGN 4
1101# define MSG_TYPE_MONUMENT 5 1101#define MSG_TYPE_MONUMENT 5
1102# define MSG_TYPE_SCRIPTED_DIALOG 6 1102#define MSG_TYPE_SCRIPTED_DIALOG 6
1103# define MSG_TYPE_MOTD 7 1103#define MSG_TYPE_MOTD 7
1104# define MSG_TYPE_ADMIN 8 1104#define MSG_TYPE_ADMIN 8
1105# define MSG_TYPE_LAST 9 1105#define MSG_TYPE_LAST 9
1106 1106
1107# define MSG_SUBTYPE_NONE 0 1107#define MSG_SUBTYPE_NONE 0
1108 1108
1109/* book messages subtypes */ 1109/* book messages subtypes */
1110# define MSG_TYPE_BOOK_CLASP_1 1 1110#define MSG_TYPE_BOOK_CLASP_1 1
1111# define MSG_TYPE_BOOK_CLASP_2 2 1111#define MSG_TYPE_BOOK_CLASP_2 2
1112# define MSG_TYPE_BOOK_ELEGANT_1 3 1112#define MSG_TYPE_BOOK_ELEGANT_1 3
1113# define MSG_TYPE_BOOK_ELEGANT_2 4 1113#define MSG_TYPE_BOOK_ELEGANT_2 4
1114# define MSG_TYPE_BOOK_QUARTO_1 5 1114#define MSG_TYPE_BOOK_QUARTO_1 5
1115# define MSG_TYPE_BOOK_QUARTO_2 6 1115#define MSG_TYPE_BOOK_QUARTO_2 6
1116# define MSG_TYPE_BOOK_SPELL_EVOKER 7 1116#define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117# define MSG_TYPE_BOOK_SPELL_PRAYER 8 1117#define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118# define MSG_TYPE_BOOK_SPELL_PYRO 9 1118#define MSG_TYPE_BOOK_SPELL_PYRO 9
1119# define MSG_TYPE_BOOK_SPELL_SORCERER 10 1119#define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 1120#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121 1121
1122/* card messages subtypes*/ 1122/* card messages subtypes*/
1123# define MSG_TYPE_CARD_SIMPLE_1 1 1123#define MSG_TYPE_CARD_SIMPLE_1 1
1124# define MSG_TYPE_CARD_SIMPLE_2 2 1124#define MSG_TYPE_CARD_SIMPLE_2 2
1125# define MSG_TYPE_CARD_SIMPLE_3 3 1125#define MSG_TYPE_CARD_SIMPLE_3 3
1126# define MSG_TYPE_CARD_ELEGANT_1 4 1126#define MSG_TYPE_CARD_ELEGANT_1 4
1127# define MSG_TYPE_CARD_ELEGANT_2 5 1127#define MSG_TYPE_CARD_ELEGANT_2 5
1128# define MSG_TYPE_CARD_ELEGANT_3 6 1128#define MSG_TYPE_CARD_ELEGANT_3 6
1129# define MSG_TYPE_CARD_STRANGE_1 7 1129#define MSG_TYPE_CARD_STRANGE_1 7
1130# define MSG_TYPE_CARD_STRANGE_2 8 1130#define MSG_TYPE_CARD_STRANGE_2 8
1131# define MSG_TYPE_CARD_STRANGE_3 9 1131#define MSG_TYPE_CARD_STRANGE_3 9
1132# define MSG_TYPE_CARD_MONEY_1 10 1132#define MSG_TYPE_CARD_MONEY_1 10
1133# define MSG_TYPE_CARD_MONEY_2 11 1133#define MSG_TYPE_CARD_MONEY_2 11
1134# define MSG_TYPE_CARD_MONEY_3 12 1134#define MSG_TYPE_CARD_MONEY_3 12
1135 1135
1136/* Paper messages subtypes */ 1136/* Paper messages subtypes */
1137# define MSG_TYPE_PAPER_NOTE_1 1 1137#define MSG_TYPE_PAPER_NOTE_1 1
1138# define MSG_TYPE_PAPER_NOTE_2 2 1138#define MSG_TYPE_PAPER_NOTE_2 2
1139# define MSG_TYPE_PAPER_NOTE_3 3 1139#define MSG_TYPE_PAPER_NOTE_3 3
1140# define MSG_TYPE_PAPER_LETTER_OLD_1 4 1140#define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141# define MSG_TYPE_PAPER_LETTER_OLD_2 5 1141#define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142# define MSG_TYPE_PAPER_LETTER_NEW_1 6 1142#define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143# define MSG_TYPE_PAPER_LETTER_NEW_2 7 1143#define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144# define MSG_TYPE_PAPER_ENVELOPE_1 8 1144#define MSG_TYPE_PAPER_ENVELOPE_1 8
1145# define MSG_TYPE_PAPER_ENVELOPE_2 9 1145#define MSG_TYPE_PAPER_ENVELOPE_2 9
1146# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 1146#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 1147#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 1148#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 1149#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 1150#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151 1151
1152/* road signs messages subtypes */ 1152/* road signs messages subtypes */
1153# define MSG_TYPE_SIGN_BASIC 1 1153#define MSG_TYPE_SIGN_BASIC 1
1154# define MSG_TYPE_SIGN_DIR_LEFT 2 1154#define MSG_TYPE_SIGN_DIR_LEFT 2
1155# define MSG_TYPE_SIGN_DIR_RIGHT 3 1155#define MSG_TYPE_SIGN_DIR_RIGHT 3
1156# define MSG_TYPE_SIGN_DIR_BOTH 4 1156#define MSG_TYPE_SIGN_DIR_BOTH 4
1157 1157
1158/* stones and monument messages */ 1158/* stones and monument messages */
1159# define MSG_TYPE_MONUMENT_STONE_1 1 1159#define MSG_TYPE_MONUMENT_STONE_1 1
1160# define MSG_TYPE_MONUMENT_STONE_2 2 1160#define MSG_TYPE_MONUMENT_STONE_2 2
1161# define MSG_TYPE_MONUMENT_STONE_3 3 1161#define MSG_TYPE_MONUMENT_STONE_3 3
1162# define MSG_TYPE_MONUMENT_STATUE_1 4 1162#define MSG_TYPE_MONUMENT_STATUE_1 4
1163# define MSG_TYPE_MONUMENT_STATUE_2 5 1163#define MSG_TYPE_MONUMENT_STATUE_2 5
1164# define MSG_TYPE_MONUMENT_STATUE_3 6 1164#define MSG_TYPE_MONUMENT_STATUE_3 6
1165# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 1165#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 1166#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 1167#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168# define MSG_TYPE_MONUMENT_WALL_1 10 1168#define MSG_TYPE_MONUMENT_WALL_1 10
1169# define MSG_TYPE_MONUMENT_WALL_2 11 1169#define MSG_TYPE_MONUMENT_WALL_2 11
1170# define MSG_TYPE_MONUMENT_WALL_3 12 1170#define MSG_TYPE_MONUMENT_WALL_3 12
1171 1171
1172/*some readable flags*/ 1172/*some readable flags*/
1173 1173
1174/* dialog messsage */ 1174/* dialog messsage */
1175# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ 1175#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ 1176#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ 1177#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178 1178
1179/* admin messages */ 1179/* admin messages */
1180# define MSG_TYPE_ADMIN_RULES 1 1180#define MSG_TYPE_ADMIN_RULES 1
1181# define MSG_TYPE_ADMIN_NEWS 2 1181#define MSG_TYPE_ADMIN_NEWS 2
1182 1182
1183#endif /* DEFINE_H */ 1183#endif /* DEFINE_H */
1184

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