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Comparing deliantra/server/include/define.h (file contents):
Revision 1.58 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.101 by elmex, Mon Jan 12 00:17:23 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
43#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
44 43
45#ifdef __NetBSD__ 44#ifdef __NetBSD__
46# include <sys/param.h> 45# include <sys/param.h>
47#endif 46#endif
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
48#ifndef MIN 51#undef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX 52#undef MAX
52# define MAX(x,y) max (x, y)
53#endif
54
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
56#ifndef NAME_MAX
57# define NAME_MAX 255
58#endif
59
60/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 53
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
72 56
73//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
75#define MAX_WC 120 59#define MAX_WC 120
76#define MIN_AC -120 60#define MIN_AC -120
77#define MAX_AC 120 61#define MAX_AC 120
78#define MIN_DAM 0 62#define MIN_DAM 0
79#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
80 66
81#define MAX_BUF 1024 67#define MAX_BUF 1024
82 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
83#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
86 72
87#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
88 74
89#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
90 76
91#define MAX_NAME 48 77#define MAX_NAME 48
92#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
93 79
94/* Fatal variables: */ 80#define ATTUNE_REPELL 16 // levels diff for attune/repell
81
95//TODO: remove all calls to fatal and replace them by cleanup 82//TODO: remove all calls to fatal and replace them by cleanup
96#define OUT_OF_MEMORY 0 83#define OUT_OF_MEMORY 0
97#define MAP_ERROR 1 84#define MAP_ERROR 1
98#define ARCHTABLE_TOO_SMALL 2 // unused 85#define ARCHTABLE_TOO_SMALL 2 // unused
99#define TOO_MANY_ERRORS 3 86#define TOO_MANY_ERRORS 3
123#define POTION 5 110#define POTION 5
124#define FOOD 6 111#define FOOD 6
125#define POISON 7 112#define POISON 7
126#define BOOK 8 113#define BOOK 8
127#define CLOCK 9 114#define CLOCK 9
128 115//10
116//11
117//12
129#define ARROW 13 118#define ARROW 13
130#define BOW 14 119#define BOW 14
131#define WEAPON 15 120#define WEAPON 15
132#define ARMOUR 16 121#define ARMOUR 16
133#define PEDESTAL 17 122#define PEDESTAL 17
134#define ALTAR 18 123#define ALTAR 18
135 124//19
136#define LOCKED_DOOR 20 125#define LOCKED_DOOR 20
137#define SPECIAL_KEY 21 126#define SPECIAL_KEY 21
138#define MAP 22 127#define MAP 22
139#define DOOR 23 128#define DOOR 23
140#define KEY 24 129#define KEY 24
141 130//25
142#define TIMED_GATE 26 131#define TIMED_GATE 26
143#define TRIGGER 27 132#define TRIGGER 27
144#define GRIMREAPER 28 133#define GRIMREAPER 28
145#define MAGIC_EAR 29 134#define MAGIC_EAR 29
146#define TRIGGER_BUTTON 30 135#define TRIGGER_BUTTON 30
155#define AMULET 39 144#define AMULET 39
156#define PLAYERMOVER 40 145#define PLAYERMOVER 40
157#define TELEPORTER 41 146#define TELEPORTER 41
158#define CREATOR 42 147#define CREATOR 42
159#define SKILL 43 /* also see SKILL_TOOL (74) below */ 148#define SKILL 43 /* also see SKILL_TOOL (74) below */
160 149//44
161#define EARTHWALL 45 150#define EARTHWALL 45
162#define GOLEM 46 151#define GOLEM 46
163 152//47
164#define THROWN_OBJ 48 153#define THROWN_OBJ 48
165#define BLINDNESS 49 154#define BLINDNESS 49
166#define GOD 50 155#define GOD 50
167#define DETECTOR 51 /* peterm: detector is an object 156#define DETECTOR 51 /* peterm: detector is an object
168 * which notices the presense of 157 * which notices the presense of
183 172
184#define PEACEMAKER 59 /* Object owned by a player which can convert 173#define PEACEMAKER 59 /* Object owned by a player which can convert
185 * a monster into a peaceful being incapable of attack. 174 * a monster into a peaceful being incapable of attack.
186 */ 175 */
187#define GEM 60 176#define GEM 60
188 177//61
189#define FIREWALL 62 178#define FIREWALL 62
190#define ANVIL 63 179#define ANVIL 63
191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 180#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 181#define MOOD_FLOOR 65 /*
193 * values of last_sp set how to change: 182 * values of last_sp set how to change:
194 * 0 = furious, all monsters become aggressive 183 * 0 = furious, all monsters become aggressive
195 * 1 = angry, all but friendly become aggressive 184 * 1 = angry, all but friendly become aggressive
196 * 2 = calm, all aggressive monsters calm down 185 * 2 = calm, all aggressive monsters calm down
197 * 3 = sleep, all monsters fall asleep 186 * 3 = sleep, all monsters fall asleep
198 * 4 = charm, monsters become pets */ 187 * 4 = charm, monsters become pets
188 * 5 = destroy monsters
189 * 6 = destroy pets / friendlies
190 */
199#define EXIT 66 191#define EXIT 66
200#define ENCOUNTER 67 192#define ENCOUNTER 67
201#define SHOP_FLOOR 68 193#define SHOP_FLOOR 68
202#define SHOP_MAT 69 194#define SHOP_MAT 69
203#define RING 70 195#define RING 70
204#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 196#define FLOOR 71 /* this is a floor tile -> native layer 0 */
205#define FLESH 72 /* animal 'body parts' -b.t. */ 197#define FLESH 72 /* animal 'body parts' -b.t. */
206#define INORGANIC 73 /* metals and minerals */ 198#define INORGANIC 73 /* metals and minerals */
207#define SKILL_TOOL 74 /* Allows the use of a skill */ 199#define SKILL_TOOL 74 /* Allows the use of a skill */
208#define LIGHTER 75 200#define LIGHTER 75
209 201//76
210#define BUILDABLE_WALL 77 /* this is a buildable wall */ 202#define BUILDABLE_WALL 77 /* this is a buildable wall */
211 203//78
212
213#define MISC_OBJECT 79 /* misc. objects are for objects without a function 204#define MISC_OBJECT 79 /* misc. objects are for objects without a function
214 in the engine. Like statues, clocks, chairs,... 205 in the engine. Like statues, clocks, chairs,...
215 If perhaps we create a function where we can sit 206 If perhaps we create a function where we can sit
216 on chairs, we create a new type and remove all 207 on chairs, we create a new type and remove all
217 chairs from here. */ 208 chairs from here. */
218 209//80
210#define TORCH 81 /* a torch */
219#define LAMP 82 /* a lamp */ 211#define LAMP 82 /* a lamp */
220#define DUPLICATOR 83 /* duplicator/multiplier object */ 212#define DUPLICATOR 83 /* duplicator/multiplier object */
221 213//84
222#define SPELLBOOK 85 214#define SPELLBOOK 85
223 215//86
224#define CLOAK 87 216#define CLOAK 87
225 217//88
218//89
226#define SPINNER 90 219#define SPINNER 90
227#define GATE 91 220#define GATE 91
228#define BUTTON 92 221#define BUTTON 92
229#define CF_HANDLE 93 222#define CF_HANDLE 93
230#define HOLE 94 223#define HOLE 94
231#define TRAPDOOR 95 224#define TRAPDOOR 95
232 225//96
226//97
233#define SIGN 98 227#define SIGN 98
234#define BOOTS 99 228#define BOOTS 99
235#define GLOVES 100 229#define GLOVES 100
236#define SPELL 101 230#define SPELL 101
237#define SPELL_EFFECT 102 231#define SPELL_EFFECT 102
238#define CONVERTER 103 232#define CONVERTER 103
239#define BRACERS 104 233#define BRACERS 104
240#define POISONING 105 234#define POISONING 105
241#define SAVEBED 106 235#define SAVEBED 106
242 236//107
237//108
243#define WAND 109 238#define WAND 109
244 239#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 240#define SCROLL 111
246#define DIRECTOR 112 241#define DIRECTOR 112
247#define GIRDLE 113 242#define GIRDLE 113
248#define FORCE 114 243#define FORCE 114
249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 244#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 245#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251 246//117
247//118
248//119
249//120
252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
253#define CONTAINER 122 251#define CONTAINER 122
254#define ARMOUR_IMPROVER 123 252#define ARMOUR_IMPROVER 123
255#define WEAPON_IMPROVER 124 253#define WEAPON_IMPROVER 124
256 254//125
255//126
256//127
257//128
258//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260//131
261//132
262//133
263//134
264//135
265//136
266//137
258#define DEEP_SWAMP 138 267#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139 268#define IDENTIFY_ALTAR 139
260 269//140
270//141
271//142
272//143
273//144
274//145
275//146
276//147
277//148
278//149
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 279#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262 280//151
281//152
282//153
263#define RUNE 154 283#define RUNE 154
264#define TRAP 155 284#define TRAP 155
265
266#define POWER_CRYSTAL 156 285#define POWER_CRYSTAL 156
267#define CORPSE 157 286#define CORPSE 157
268
269#define DISEASE 158 287#define DISEASE 158
270#define SYMPTOM 159 288#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */ 289#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */ 290#define MATERIAL 161 /* Material for building */
273 291//162
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 292#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 293#define MAPSCRIPT 164 /* A perl-scripted connectable */
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 294#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */ 295 potions, alchemy, or magic works here (elmex) */
278 296
279/* DEAD TYPES: */ 297#define NUM_TYPES 166 // must be max(type) + 1
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
316/* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319//#define CANCELLATION 141 /* not used with new spell code */
320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321//#define SWARM_SPELL 153
322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
323//#define QUEST 164 /* See below for subtypes */
324 298
325/* END TYPE DEFINE */ 299/* END TYPE DEFINE */
326 300
327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 301// maximum supported subtype number + 1, can be increased to 256
302// currently (2007-09) in use: 50
303#define NUM_SUBTYPES 64
328 304
329/* Subtypes for BUILDER */ 305/* Subtypes for BUILDER */
330#define ST_BD_BUILD 1 /* Builds an item */ 306#define ST_BD_BUILD 1 /* Builds an item */
331#define ST_BD_REMOVE 2 /* Removes an item */ 307#define ST_BD_REMOVE 2 /* Removes an item */
332 308
333/* Subtypes for MATERIAL */ 309/* Subtypes for MATERIAL */
334#define ST_MAT_FLOOR 1 /* Floor */ 310#define ST_MAT_FLOOR 1 /* Floor */
335#define ST_MAT_WALL 2 /* Wall */ 311#define ST_MAT_WALL 2 /* Wall */
336#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 312#define ST_MAT_ITEM 3 /* All other items, including doors & such */
367#define PU_NOTHING 0x00000000 343#define PU_NOTHING 0x00000000
368 344
369#define PU_DEBUG 0x10000000 345#define PU_DEBUG 0x10000000
370#define PU_INHIBIT 0x20000000 346#define PU_INHIBIT 0x20000000
371#define PU_STOP 0x40000000 347#define PU_STOP 0x40000000
372#define PU_NEWMODE 0x80000000 348#define PU_ENABLE 0x80000000 // used to distinguish value density
373 349
374#define PU_RATIO 0x0000000F 350#define PU_RATIO 0x0000000F
375 351
376#define PU_FOOD 0x00000010 352#define PU_FOOD 0x00000010
377#define PU_DRINK 0x00000020 353#define PU_DRINK 0x00000020
407 * freearr, add these values. <= SIZEOFFREE1 will get you 383 * freearr, add these values. <= SIZEOFFREE1 will get you
408 * within 1 space. <= SIZEOFFREE2 wll get you withing 384 * within 1 space. <= SIZEOFFREE2 wll get you withing
409 * 2 spaces, and the entire array (< SIZEOFFREE) is 385 * 2 spaces, and the entire array (< SIZEOFFREE) is
410 * three spaces 386 * three spaces
411 */ 387 */
388#define SIZEOFFREE0 0
412#define SIZEOFFREE1 8 389#define SIZEOFFREE1 8
413#define SIZEOFFREE2 24 390#define SIZEOFFREE2 24
391#define SIZEOFFREE3 48
414#define SIZEOFFREE 49 392#define SIZEOFFREE 49
415 393
416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
417 395
418/* 396/*
419 * If any FLAG's are added or changed, make sure the flag_names structure in 397 * If any FLAG's are added or changed, make sure the flag_names structure in
420 * common/loader.l is updated. 398 * common/loader.C is updated.
421 */ 399 */
422 400
423/* Basic routines to do above */ 401/* Basic routines to do above */
424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 402#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 403#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
429 407
430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 408#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431#define FLAG_WIZ 1 /* Object has special privilegies */ 409#define FLAG_WIZ 1 /* Object has special privilegies */
432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 410#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
433#define FLAG_FREED 3 /* Object is in the list of free objects */ 411#define FLAG_FREED 3 /* Object is in the list of free objects */
434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 412#define FLAG_WIZLOOK 4 /* disable los and lighting */
435#define FLAG_APPLIED 5 /* Object is ready for use by living */ 413#define FLAG_APPLIED 5 /* Object is ready for use by living */
436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 414#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437#define FLAG_USE_SHIELD 7 415#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
438 /* Can this creature use a shield? */
439 416
440#define FLAG_NO_PICK 8 /* Object can't be picked up */ 417#define FLAG_NO_PICK 8 /* Object can't be picked up */
441 418
442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 419/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 420/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444 421
445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 422#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
446 423
447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 424/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 425/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
426#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
449 427
450#define FLAG_MONSTER 14 /* Will attack players */ 428#define FLAG_MONSTER 14 /* Will attack players */
451#define FLAG_FRIENDLY 15 /* Will help players */ 429#define FLAG_FRIENDLY 15 /* Will help players */
452
453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 430#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 431#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455#define FLAG_AUTO_APPLY 18 432#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
456 /* Will be applied when created */
457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 433#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 434#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 435#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 436#define FLAG_CAN_ROLL 22 /* Object can be rolled */
461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 437#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
463 439
464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 440/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 441/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 442/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467 443
468#define FLAG_IS_USED_UP 28 444#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
469 /* When (--food<0) the object will exit */ 445#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
470#define FLAG_IDENTIFIED 29 446#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
471 /* Player knows full info about item */
472#define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 447#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
475
476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 448#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477#define FLAG_HITBACK 33 /* Object will hit back when hit */ 449#define FLAG_HITBACK 33 /* Object will hit back when hit */
478#define FLAG_STARTEQUIP 34 450#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
479 /* Object was given to player at start */ 451#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
480#define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482#define FLAG_UNDEAD 36 /* Monster is undead */ 452#define FLAG_UNDEAD 36 /* Monster is undead */
483#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 453#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 454#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 455#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
456#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
486 457
487#define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 458#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 459#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 460#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 461#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 462#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
499 468
500#define FLAG_PICK_UP 48 /* Can pick up */ 469#define FLAG_PICK_UP 48 /* Can pick up */
501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 470#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502#define FLAG_NO_DROP 50 /* Object can't be dropped */ 471#define FLAG_NO_DROP 50 /* Object can't be dropped */
503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 472#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504#define FLAG_CAST_SPELL 52 473
505 /* (Monster) can learn and cast spells */ 474#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
506#define FLAG_USE_SCROLL 53 475#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
507 /* (Monster) can read scroll */
508#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 476#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 477#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 478#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_ARMOUR 56 479#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
512 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 480#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 481#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 482#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
483
518#define FLAG_XRAYS 61 /* X-ray vision */ 484#define FLAG_XRAYS 61 /* X-ray vision */
519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 485#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 486#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521 487
522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 488#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 507#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 508#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543 509
544#define FLAG_PRECIOUS 83 // object is precious (pets) 510#define FLAG_PRECIOUS 83 // object is precious (pets)
545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 511#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546#define FLAG_MAKE_INVIS 85 512#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
547 /* (Item) gives invisibility when applied */ 513#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
548#define FLAG_INV_LOCKED 86 514
549 /* Item will not be dropped from inventory */
550#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 515#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 516#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 517#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 518#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 519#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 520#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
561 525
562#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 526#define FLAG_NO_STEAL 96 /* Item can't be stolen */
563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 527#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
564 * away (replaces ghosthit) 528 * away (replaces ghosthit)
565 */ 529 */
566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 530#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
567 * detect cases were the server is trying
568 * to send an upditem when we have not
569 * actually sent the item.
570 */
571 531
572#define FLAG_BERSERK 99 /* monster will attack closest living 532#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 533 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 534#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 535#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 536#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 537#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 * load_original_map() */ 538 * load_original_map() */
579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 539//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
580 * the overlay, and is not subject to 540// * the overlay, and is not subject to
581 * decay. */ 541// * decay. */
582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 542#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 543#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584#define FLAG_IS_WATER 107 544#define FLAG_IS_WATER 107
585#define FLAG_CONTENT_ON_GEN 108 545#define FLAG_CONTENT_ON_GEN 108
586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 546#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
592 * defined flag + 1. If you change this, 552 * defined flag + 1. If you change this,
593 * make sure you update the flag_links 553 * make sure you update the flag_links
594 * in common/loader.l 554 * in common/loader.l
595 */ 555 */
596 556
597/* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603
604/* If you add new movement types, you may need to update 557/* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types. 558 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also. 559 * change_abil() probably should be updated also.
607 */ 560 */
608#define MOVE_WALK 0x01 /* Object walks */ 561#define MOVE_WALK 0x01 /* Object walks */
610#define MOVE_FLY_HIGH 0x04 /* High flying object */ 563#define MOVE_FLY_HIGH 0x04 /* High flying object */
611#define MOVE_FLYING 0x06 564#define MOVE_FLYING 0x06
612 /* Combo of fly_low and fly_high */ 565 /* Combo of fly_low and fly_high */
613#define MOVE_SWIM 0x08 /* Swimming object */ 566#define MOVE_SWIM 0x08 /* Swimming object */
614#define MOVE_BOAT 0x10 /* Boats/sailing */ 567#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 568#define MOVE_SHIP 0x20 /* boats suitable for oceans */
616 569
617#define MOVE_ALL 0x3f /* Mask of all movement types */ 570#define MOVE_ALL 0x3f /* Mask of all movement types */
618 571
619/* typdef here to define type large enough to hold bitmask of 572/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 573 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */ 574 */
624typedef unsigned char MoveType; 575typedef unsigned char MoveType;
625 576
626/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 577/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627 * Basically, ob2 has to block all of ob1 movement types. 578 * Basically, ob2 has to block all of ob1 movement types.
636 * 587 *
637 */ 588 */
638#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 589#define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type) 590 ((type) && (ob1->move_type & type) == ob1->move_type)
640 591
641
642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 592#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646/* Note: These values are only a default value, resizing can change them */
647#define INV_SIZE 12 /* How many items can be viewed in inventory */
648#define LOOK_SIZE 6 /* ditto, but for the look-window */
649#define MAX_INV_SIZE 40 /* For initializing arrays */
650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652#define EDITABLE(xyz) ((xyz)->arch->editable)
653
654#define E_MONSTER 0x00000001
655#define E_EXIT 0x00000002
656#define E_TREASURE 0x00000004
657#define E_BACKGROUND 0x00000008
658#define E_DOOR 0x00000010
659#define E_SPECIAL 0x00000020
660#define E_SHOP 0x00000040
661#define E_NORMAL 0x00000080
662#define E_FALSE_WALL 0x00000100
663#define E_WALL 0x00000200
664#define E_EQUIPMENT 0x00000400
665#define E_OTHER 0x00000800
666#define E_ARTIFACT 0x00001000
667 593
668#define EXIT_PATH(xyz) (xyz)->slaying 594#define EXIT_PATH(xyz) (xyz)->slaying
669#define EXIT_LEVEL(xyz) (xyz)->stats.food 595#define EXIT_LEVEL(xyz) (xyz)->stats.food
670#define EXIT_X(xyz) (xyz)->stats.hp 596#define EXIT_X(xyz) (xyz)->stats.hp
671#define EXIT_Y(xyz) (xyz)->stats.sp 597#define EXIT_Y(xyz) (xyz)->stats.sp
672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 598#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 599#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
674 600
675/* for use by the lighting code */ 601/* for use by the lighting code */
676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 602#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
677 * large values allow objects that can 603 * large values allow objects that can
678 * slow down the game */ 604 * slow down the game */
679#define MAX_DARKNESS 5 /* maximum map darkness, there is no 605#define MAX_DARKNESS 5 /* maximum map darkness, there is no
680 * practical reason to exceed this */ 606 * practical reason to exceed this */
607#define LOS_MAX 4 /* max. los value for non-blocked spaces */
608#define LOS_BLOCKED 100 /* fully blocked spaces */
681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 609#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
682 MAX_LIGHT_RADII:(xyz)->glow_radius; 610 MAX_LIGHT_RADII:(xyz)->glow_radius;
611// player position in blocked_los code
612#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
613#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
614
683 615
684#define F_BUY 0 616#define F_BUY 0
685#define F_SELL 1 617#define F_SELL 1
686#define F_TRUE 2 /* True value of item, unadjusted */ 618#define F_TRUE 2 /* True value of item, unadjusted */
687#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 619#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 623#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692 624
693#define DIRX(xyz) freearr_x[(xyz)->direction] 625#define DIRX(xyz) freearr_x[(xyz)->direction]
694#define DIRY(xyz) freearr_y[(xyz)->direction] 626#define DIRY(xyz) freearr_y[(xyz)->direction]
695 627
696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699#define ARMOUR_SPEED(xyz) (xyz)->last_sp 628#define ARMOUR_SPEED(xyz) (xyz)->last_sp
700#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 629#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701#define WEAPON_SPEED(xyz) (xyz)->last_sp 630#define WEAPON_SPEED(xyz) (xyz)->last_sp
702 631
703/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 632/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */ 633 each of them signed char, concatenated in a int16 */
705#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 634#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 635#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 636#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
637
708#define FIRE_DIRECTIONAL 0 638#define FIRE_DIRECTIONAL 0
709#define FIRE_POSITIONAL 1 639#define FIRE_POSITIONAL 1
710 640
711/******************************************************************************/ 641/******************************************************************************/
712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 642/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
725/* CIRCLE1 = 32 */ 655/* CIRCLE1 = 32 */
726/* + DISTATT = 1 */ 656/* + DISTATT = 1 */
727/* ------------------- */ 657/* ------------------- */
728/* attack_movement = 33 */ 658/* attack_movement = 33 */
729/******************************************************************************/ 659/******************************************************************************/
730#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 660#define DISTATT 1 /* move toward a player if far, but mantain some space, */
731 /* attack from a distance - good for missile users only */ 661 /* attack from a distance - good for missile users only */
732#define RUNATT 2 /* run but attack if player catches up to object */ 662#define RUNATT 2 /* run but attack if player catches up to object */
733#define HITRUN 3 /* run to then hit player then run away cyclicly */ 663#define HITRUN 3 /* run to then hit player then run away cyclicly */
734#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 664#define WAITATT 4 /* wait for player to approach then hit, move if hit */
735#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 665#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
736#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 666#define ALLRUN 6 /* always run never attack good for sim. of weak player */
737#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 667#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
738#define WAIT2 8 /* monster does not try to move towards player if far */ 668#define WAIT2 8 /* monster does not try to move towards player if far */
739 /* maintains comfortable distance */ 669 /* maintains comfortable distance */
670
740#define PETMOVE 16 /* if the upper four bits of attack_movement */ 671#define PETMOVE 16 /* if the upper four bits of attack_movement */
741 /* are set to this number, the monster follows a player */ 672 /* are set to this number, the monster follows a player */
742 /* until the owner calls it back or off */ 673 /* until the owner calls it back or off */
743 /* player followed denoted by 0b->owner */ 674 /* player followed denoted by 0b->owner */
744 /* the monster will try to attack whatever the player is */ 675 /* the monster will try to attack whatever the player is */
745 /* attacking, and will continue to do so until the owner */ 676 /* attacking, and will continue to do so until the owner */
746 /* calls off the monster - a key command will be */ 677 /* calls off the monster - a key command will be */
747 /* inserted to do so */ 678 /* inserted to do so */
748#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 679#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
749 /* are set to this number, the monster will move in a */ 680 /* are set to this number, the monster will move in a */
750 /* circle until it is attacked, or the enemy field is */ 681 /* circle until it is attacked, or the enemy field is */
751 /* set, this is good for non-aggressive monsters and NPC */ 682 /* set, this is good for non-aggressive monsters and NPC */
752#define CIRCLE2 48 /* same as above but a larger circle is used */ 683#define CIRCLE2 48 /* same as above but a larger circle is used */
753#define PACEH 64 /* The Monster will pace back and forth until attacked */ 684#define PACEH 64 /* The Monster will pace back and forth until attacked */
754 /* this is HORIZONTAL movement */ 685 /* this is HORIZONTAL movement */
755#define PACEH2 80 /* the monster will pace as above but the length of the */ 686#define PACEH2 80 /* the monster will pace as above but the length of the */
756 /* pace area is longer and the monster stops before */ 687 /* pace area is longer and the monster stops before */
757 /* changing directions */ 688 /* changing directions */
758 /* this is HORIZONTAL movement */ 689 /* this is HORIZONTAL movement */
759#define RANDO 96 /* the monster will go in a random direction until */ 690#define RANDO 96 /* the monster will go in a random direction until */
760 /* it is stopped by an obstacle, then it chooses another */ 691 /* it is stopped by an obstacle, then it chooses another */
761 /* direction. */ 692 /* direction. */
762#define RANDO2 112 /* constantly move in a different random direction */ 693#define RANDO2 112 /* constantly move in a different random direction */
763#define PACEV 128 /* The Monster will pace back and forth until attacked */ 694#define PACEV 128 /* The Monster will pace back and forth until attacked */
764 /* this is VERTICAL movement */ 695 /* this is VERTICAL movement */
765#define PACEV2 144 /* the monster will pace as above but the length of the */ 696#define PACEV2 144 /* the monster will pace as above but the length of the */
766 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
767 /* changing directions */ 698 /* changing directions */
768 /* this is VERTICAL movement */ 699 /* this is VERTICAL movement */
769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 700#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770#define HI4 240 701#define HI4 240
771 702
772#define BLANK_FACE_NAME "blank.x11" 703#define BLANK_FACE_NAME "blank.x11"
773#define EMPTY_FACE_NAME "empty.x11" 704#define EMPTY_FACE_NAME "empty.x11"
774 705
776 * Defines for the luck/random functions to make things more readable 707 * Defines for the luck/random functions to make things more readable
777 */ 708 */
778 709
779#define PREFER_HIGH 1 710#define PREFER_HIGH 1
780#define PREFER_LOW 0 711#define PREFER_LOW 0
781
782/* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785static inline void
786safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787{
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797}
798
799
800/* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821/* separated this from the common/item.c file. b.t. Dec 1995 */
822
823#define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839#define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869 712
870/* Flags for apply_special() */ 713/* Flags for apply_special() */
871enum apply_flag 714enum apply_flag
872{ 715{
873 /* Basic flags/mode, always use one of these */ 716 /* Basic flags/mode, always use one of these */
915#define CAN_APPLY_NOT_MASK 0xf 758#define CAN_APPLY_NOT_MASK 0xf
916#define CAN_APPLY_UNAPPLY 0x10 759#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 760#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 761#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 762
920/* Cut off point of when an object is put on the active list or not */ 763// Cut off point of when an object is put on the active list or not
764// we use 2**-n because that can be represented exactly
765// also make sure that this is a float, not double, constant
921#define MIN_ACTIVE_SPEED 1e-5 766#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922
923#define RANDOM() (rndm.next () & 0xffffffU)
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
925
926/* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account.
928 */
929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930
931
932/* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 767
948/* 768/*
949 * Warning! 769 * Warning!
950 * If you add message types here, don't forget 770 * If you add message types here, don't forget
951 * to keep the client up to date too! 771 * to keep the client up to date too!
1036 856
1037/* admin messages */ 857/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 858#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 859#define MSG_TYPE_ADMIN_NEWS 2
1040 860
861/**
862 * Maximum distance a player may hear a sound from.
863 * This is only used for client/server sound and say. If the sound source
864 * on the map is farther away than this, we don't sent it to the client.
865 */
866#define MAX_SOUND_DISTANCE 16
867
868#define LOG_CHANNEL "log" // the plain and ugly standard server log
869#define INFO_CHANNEL "info" // lower_left box
870#define SAY_CHANNEL "say"
871#define CHAT_CHANNEL "chat"
872#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
873
874/* The following are the color flags passed to new_draw_info.
875 *
876 * We also set up some control flags
877 *
878 * NDI = New Draw Info
879 */
880
881/* Color specifications - note these match the order in xutil.c */
882/* Note 2: Black, the default color, is 0. Thus, it does not need to
883 * be implicitly specified.
884 */
885#define NDI_BLACK 0
886#define NDI_WHITE 1
887#define NDI_NAVY 2
888#define NDI_RED 3
889#define NDI_ORANGE 4
890#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
891#define NDI_DK_ORANGE 6 /* DarkOrange2 */
892#define NDI_GREEN 7 /* SeaGreen */
893#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
894 /* Than seagreen - also background color */
895#define NDI_GREY 9
896#define NDI_BROWN 10 /* Sienna */
897#define NDI_GOLD 11
898#define NDI_TAN 12 /* Khaki */
899
900#define NDI_MAX_COLOR 12 /* Last value in */
901#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
902 /* using an int anyways, so we have the space */
903 /* to still do all the flags */
904
905#define NDI_REPLY 0x20 // is a direct reply to a user command
906#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
907#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
908#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
909
910#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
911#define NDI_ALL 0x2000 /* Inform all players of this message */
912#define NDI_DEF 0x4000 // ignore colour for channel protocol
913#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
914
1041#endif /* DEFINE_H */ 915#endif /* DEFINE_H */
1042 916

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