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Comparing deliantra/server/include/define.h (file contents):
Revision 1.19 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.104 by root, Thu Oct 15 20:12:35 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52 41
53/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
55 44
56#ifdef __NetBSD__ 45#ifdef __NetBSD__
57# include <sys/param.h> 46# include <sys/param.h>
58#endif 47#endif
48
49// maximum length of an object name in the protocol
50#define NAME_LEN 127
51
59#ifndef MIN 52#undef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX 53#undef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70
71/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 54
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 55#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 56#define MIN_STAT 1 /* The minimum legal value of any stat */
83 57
58//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120
60#define MAX_WC 120
61#define MIN_AC -120
84#define MAX_BUF 1024 62#define MAX_AC 120
85 /* Used for all kinds of things */ 63#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 64#define MAX_DAM 200
65#define MIN_DIGESTION -35
66#define MAX_DIGESTION 70
67
68#define MAX_BUF 1024 /* Used for all kinds of things */
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 69#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89
90#define FONTSIZE 3000 /* Max chars in font */
91
92#define MAX_ANIMATIONS 256
93 70
94#define MAX_NAME 48 71#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 72
97/* Fatal variables: */ 73#define ATTUNE_REPELL 16 // levels diff for attune/repell
74
75//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 76#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 77#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 78#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 79#define TOO_MANY_ERRORS 3
102 80
103/* TYPE DEFINES */ 81/* TYPE DEFINES */
104 82
105/* Only add new values to this list if somewhere in the program code, 83/* Only add new values to this list if somewhere in the program code,
110 * flags 88 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 89 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 90 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 91 */
114 92
115/* type 0 will be undefined and shows a non valid type information */ 93/* USED TYPES: (for dead types please look at the bottom of the type
94 * definitions)
95 */
116 96
117#define PLAYER 1 97/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 98
119#define ROD 3 99#define PLAYER 1
100#define TRANSPORT 2 /* see pod/objects.pod */
101#define ROD 3
120#define TREASURE 4 102#define TREASURE 4
121#define POTION 5 103#define POTION 5
122#define FOOD 6 104#define FOOD 6
123#define POISON 7 105#define POISON 7
124#define BOOK 8 106#define BOOK 8
125#define CLOCK 9 107#define CLOCK 9
126 108//10
127/*#define FBULLET 10 */ 109//11
128 110//12
129/*#define FBALL 11 */ 111#define ARROW 13
130#define LIGHTNING 12 112#define BOW 14
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 113#define WEAPON 15
134#define ARMOUR 16 114#define ARMOUR 16
135#define PEDESTAL 17 115#define PEDESTAL 17
136#define ALTAR 18 116#define ALTAR 18
137 117#define T_MATCH 19
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 118#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 119#define SPECIAL_KEY 21
141#define MAP 22 120#define MAP 22
142#define DOOR 23 121#define DOOR 23
143#define KEY 24 122#define KEY 24
144 123//25
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 124#define TIMED_GATE 26
147#define TRIGGER 27 125#define TRIGGER 27
148#define GRIMREAPER 28 126#define GRIMREAPER 28
149#define MAGIC_EAR 29 127#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 128#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 129#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 130#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 131#define SHIELD 33
154#define HELMET 34 132#define HELMET 34
155#define HORN 35 133#define HORN 35
156#define MONEY 36 134#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 135#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 136#define GRAVESTONE 38
159#define AMULET 39 137#define AMULET 39
160#define PLAYERMOVER 40 138#define PLAYERMOVER 40
161#define TELEPORTER 41 139#define TELEPORTER 41
162#define CREATOR 42 140#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 141#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 142//44
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 143#define EARTHWALL 45
168#define GOLEM 46 144#define GOLEM 46
169 145//47
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 146#define THROWN_OBJ 48
172#define BLINDNESS 49 147#define BLINDNESS 49
173#define GOD 50 148#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 149#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 150 * which notices the presense of
177 /* another object and is triggered */ 151 * another object and is triggered
178 /* like buttons. */ 152 * like buttons.
153 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 154#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 155 * force into a player with a specified string WHEN TRIGGERED.
156 */
181#define DEAD_OBJECT 53 157#define DEAD_OBJECT 53
182#define DRINK 54 158#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 159#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 160 * force into a player with a specified string.
161 */
185#define HOLY_ALTAR 56 162#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 163#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 164#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 165
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 166#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 167 * a monster into a peaceful being incapable of attack.
191#define GEM 60 168 */
192 169#define GEM 60
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 170//61
194#define FIREWALL 62 171#define FIREWALL 62
195#define ANVIL 63 172#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 173#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 174#define MOOD_FLOOR 65 /*
198 * values of last_sp set how to change: 175 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 176 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 177 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 178 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 179 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 180 * 4 = charm, monsters become pets
204#define EXIT 66 181 * 5 = destroy monsters
182 * 6 = destroy pets / friendlies
183 */
184#define EXIT 66
205#define ENCOUNTER 67 185#define ENCOUNTER 67
206#define SHOP_FLOOR 68 186#define SHOP_FLOOR 68
207#define SHOP_MAT 69 187#define SHOP_MAT 69
208#define RING 70 188#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 189#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 190#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 191#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 192#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 193#define LIGHTER 75
214 194//76
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 195#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed. 196//78
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 197#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 198 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 199 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 200 on chairs, we create a new type and remove all
226 chairs from here. */ 201 chairs from here. */
227#define MONSTER 80 202//80
228 /* yes, thats a real, living creature */ 203#define TORCH 81 /* a torch */
229#define SPAWN_GENERATOR 81 204#define LAMP 82 /* a lamp */
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 205#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 206//84
234#define SPELLBOOK 85 207#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 208//86
236#define CLOAK 87 209#define CLOAK 87
237 210//88
238/*#define CONE 88 */ 211//89
239
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 212#define SPINNER 90
243#define GATE 91 213#define GATE 91
244#define BUTTON 92 214#define BUTTON 92
245#define CF_HANDLE 93 215#define T_HANDLE 93
246#define HOLE 94 216#define HOLE 94
247#define TRAPDOOR 95 217#define TRAPDOOR 95
248 218//96
249/*#define WORD_OF_RECALL 96 */ 219//97
250 220#define SIGN 98
251/*#define PARAIMAGE 97 */ 221#define BOOTS 99
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 222#define GLOVES 100
255#define SPELL 101 223#define SPELL 101
256#define SPELL_EFFECT 102 224#define SPELL_EFFECT 102
257#define CONVERTER 103 225#define CONVERTER 103
258#define BRACERS 104 226#define BRACERS 104
259#define POISONING 105 227#define POISONING 105
260#define SAVEBED 106 228#define SAVEBED 106
261#define POISONCLOUD 107 229//107
262#define FIREHOLES 108 230//108
263#define WAND 109 231#define WAND 109
264 232#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
265/*#define ABILITY 110*/
266#define SCROLL 111 233#define SCROLL 111
267#define DIRECTOR 112 234#define DIRECTOR 112
268#define GIRDLE 113 235#define GIRDLE 113
269#define FORCE 114 236#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 237#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 238#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
239//117
240//118
241//119
242//120
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 243#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 244#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 245#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 246#define WEAPON_IMPROVER 124
276 247//125
277/* unused: 125 - 129 248//126
278 * type 125 was MONEY_CHANGER 249//127
279 */ 250//128
251//129
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 252#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
253//131
254//132
255//133
256//134
257//135
258//136
259//137
281#define DEEP_SWAMP 138 260#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139 261#define IDENTIFY_ALTAR 139
283 262//140
284 /*#define CANCELLATION 141*//* not used with new spell code */ 263//141
264//142
265//143
266//144
267//145
268//146
269//147
270//148
271//149
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 272#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286 273//151
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */ 274//152
288 275//153
289/*#define SWARM_SPELL 153*/ 276#define RUNE 154
290#define RUNE 154 277#define TRAP 155
291#define TRAP 155
292
293#define POWER_CRYSTAL 156 278#define POWER_CRYSTAL 156
294#define CORPSE 157 279#define CORPSE 157
295 280#define DISEASE 158
296#define DISEASE 158 281#define SYMPTOM 159
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */ 282#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 283#define MATERIAL 161 /* Material for building */
300 284//162
301/* #define GPS 162 Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */ 285#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 286#define MAPSCRIPT 164 /* A perl-scripted connectable */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 287#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */ 288 potions, alchemy, or magic works here (elmex) */
289
290#define NUM_TYPES 166 // must be max(type) + 1
306 291
307/* END TYPE DEFINE */ 292/* END TYPE DEFINE */
308 293
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 294// maximum supported subtype number + 1, can be increased to 256
295// currently (2007-09) in use: 50
296#define NUM_SUBTYPES 64
310 297
311/* Subtypes for BUILDER */ 298/* Subtypes for BUILDER */
312#define ST_BD_BUILD 1 /* Builds an item */ 299#define ST_BD_BUILD 1 /* Builds an item */
313#define ST_BD_REMOVE 2 /* Removes an item */ 300#define ST_BD_REMOVE 2 /* Removes an item */
314 301
315/* Subtypes for MATERIAL */ 302/* Subtypes for MATERIAL */
316#define ST_MAT_FLOOR 1 /* Floor */ 303#define ST_MAT_FLOOR 1 /* Floor */
317#define ST_MAT_WALL 2 /* Wall */ 304#define ST_MAT_WALL 2 /* Wall */
318#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 305#define ST_MAT_ITEM 3 /* All other items, including doors & such */
349#define PU_NOTHING 0x00000000 336#define PU_NOTHING 0x00000000
350 337
351#define PU_DEBUG 0x10000000 338#define PU_DEBUG 0x10000000
352#define PU_INHIBIT 0x20000000 339#define PU_INHIBIT 0x20000000
353#define PU_STOP 0x40000000 340#define PU_STOP 0x40000000
354#define PU_NEWMODE 0x80000000 341#define PU_ENABLE 0x80000000 // used to distinguish value density
355 342
356#define PU_RATIO 0x0000000F 343#define PU_RATIO 0x0000000F
357 344
358#define PU_FOOD 0x00000010 345#define PU_FOOD 0x00000010
359#define PU_DRINK 0x00000020 346#define PU_DRINK 0x00000020
389 * freearr, add these values. <= SIZEOFFREE1 will get you 376 * freearr, add these values. <= SIZEOFFREE1 will get you
390 * within 1 space. <= SIZEOFFREE2 wll get you withing 377 * within 1 space. <= SIZEOFFREE2 wll get you withing
391 * 2 spaces, and the entire array (< SIZEOFFREE) is 378 * 2 spaces, and the entire array (< SIZEOFFREE) is
392 * three spaces 379 * three spaces
393 */ 380 */
381#define SIZEOFFREE0 0
394#define SIZEOFFREE1 8 382#define SIZEOFFREE1 8
395#define SIZEOFFREE2 24 383#define SIZEOFFREE2 24
384#define SIZEOFFREE3 48
396#define SIZEOFFREE 49 385#define SIZEOFFREE 49
397 386
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 387#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 388
400/* 389/*
401 * If any FLAG's are added or changed, make sure the flag_names structure in 390 * If any FLAG's are added or changed, make sure the flag_names structure in
402 * common/loader.l is updated. 391 * common/loader.C is updated.
403 */ 392 */
404 393
405/* Basic routines to do above */ 394/* Basic routines to do above */
406#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 395#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
407#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 396#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
408#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 397#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
409 398
410/* the flags */ 399/* the flags */
411 400
412#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 401#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
413#define FLAG_WIZ 1 /* Object has special privilegies */ 402#define FLAG_WIZ 1 /* Object has special privilegies */
414#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 403#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
415#define FLAG_FREED 3 /* Object is in the list of free objects */ 404#define FLAG_FREED 3 /* Object is in the list of free objects */
416#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 405#define FLAG_WIZLOOK 4 /* disable los and lighting */
417#define FLAG_APPLIED 5 /* Object is ready for use by living */ 406#define FLAG_APPLIED 5 /* Object is ready for use by living */
418#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 407#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
419#define FLAG_USE_SHIELD 7 408#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
420 /* Can this creature use a shield? */
421 409
422#define FLAG_NO_PICK 8 /* Object can't be picked up */ 410#define FLAG_NO_PICK 8 /* Object can't be picked up */
423 411
424 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 412/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
425
426 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 413/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
414
427#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 415#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
428 416
429 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 417/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
430
431 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 418/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
419#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
420
432#define FLAG_MONSTER 14 /* Will attack players */ 421#define FLAG_MONSTER 14 /* Will attack players */
433#define FLAG_FRIENDLY 15 /* Will help players */ 422#define FLAG_FRIENDLY 15 /* Will help players */
434
435#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 423#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
436#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 424#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
437#define FLAG_AUTO_APPLY 18 425#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
438 /* Will be applied when created */ 426#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
439#define FLAG_TREASURE 19 /* Will generate treasure when applied */
440#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 427#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
441#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 428#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
442#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 429#define FLAG_CAN_ROLL 22 /* Object can be rolled */
443#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 430#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
444#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 431#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
445 432
446 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 433/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
447
448 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 434/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
449
450 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 435/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
451#define FLAG_IS_USED_UP 28 436
452 /* When (--food<0) the object will exit */ 437#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
453#define FLAG_IDENTIFIED 29 438#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
454 /* Player knows full info about item */ 439#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
455#define FLAG_REFLECTING 30
456 /* Object reflects from walls (lightning) */
457#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 440#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
458
459/* Start of values in flags[1] */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 441#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461#define FLAG_HITBACK 33 /* Object will hit back when hit */ 442#define FLAG_HITBACK 33 /* Object will hit back when hit */
462#define FLAG_STARTEQUIP 34 443#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
463 /* Object was given to player at start */ 444#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
464#define FLAG_BLOCKSVIEW 35
465 /* Object blocks view */
466#define FLAG_UNDEAD 36 /* Monster is undead */ 445#define FLAG_UNDEAD 36 /* Monster is undead */
467#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 446#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
468#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 447#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
469#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 448#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
449#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
470 450
471#define FLAG_REFL_SPELL 40
472 /* Spells (some) will reflect from object */
473#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 451#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
474#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 452#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
475#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 453#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
476#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 454#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
477#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 455#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
478 but can still attack at a distance */ 456 but can still attack at a distance */
479 457
480 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 458/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
481 thru this object as if it wasn't there */ 459 thru this object as if it wasn't there */
482 460/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
483 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
484 461
485#define FLAG_PICK_UP 48 /* Can pick up */ 462#define FLAG_PICK_UP 48 /* Can pick up */
486#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 463#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
487#define FLAG_NO_DROP 50 /* Object can't be dropped */ 464#define FLAG_NO_DROP 50 /* Object can't be dropped */
488#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 465#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
489#define FLAG_CAST_SPELL 52 466
490 /* (Monster) can learn and cast spells */ 467#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
491#define FLAG_USE_SCROLL 53 468#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
492 /* (Monster) can read scroll */
493#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 469#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
494#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 470#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
495 471#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
496#define FLAG_USE_ARMOUR 56 472#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
497 /* (Monster) can wear armour/shield/helmet */
498#define FLAG_USE_WEAPON 57
499 /* (Monster) can wield weapons */
500#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 473#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
501#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 474#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
502#define FLAG_READY_BOW 60 /* not implemented yet */ 475#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
476
503#define FLAG_XRAYS 61 /* X-ray vision */ 477#define FLAG_XRAYS 61 /* X-ray vision */
504#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 478#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
505#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 479#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
506 480
507/* Start of values in flags[2] */
508#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 481#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
509#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 482#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
510#define FLAG_SLEEP 66 /* NPC is sleeping */ 483#define FLAG_SLEEP 66 /* NPC is sleeping */
511#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 484#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
512#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 485#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
525 498
526#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 499#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
527#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 500#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
528#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 501#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
529 502
530/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 503#define FLAG_PRECIOUS 83 // object is precious (pets)
531#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 504#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
532#define FLAG_MAKE_INVIS 85 505#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
533 /* (Item) gives invisibility when applied */ 506#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
534#define FLAG_INV_LOCKED 86 507
535 /* Item will not be dropped from inventory */
536#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 508#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
537
538#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 509#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
539#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 510#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
540#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 511#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
541#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 512#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
542#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 513#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
543#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 514#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
544#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 515#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
545 516
546 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 517/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
547 518
548/* Start of values in flags[3] */
549#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 519#define FLAG_NO_STEAL 96 /* Item can't be stolen */
550#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 520#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
551 * away (replaces ghosthit) 521 * away (replaces ghosthit)
552 */ 522 */
553#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 523#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
554 * detect cases were the server is trying
555 * to send an upditem when we have not
556 * actually sent the item.
557 */
558 524
559#define FLAG_BERSERK 99 /* monster will attack closest living 525#define FLAG_BERSERK 99 /* monster will attack closest living
560 object */ 526 object */
561#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 527#define FLAG_NEUTRAL 100 /* monster is from type neutral */
562#define FLAG_NO_ATTACK 101 /* monster don't attack */ 528#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
563#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 529#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
564#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 530#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
565 * load_original_map() */ 531 * load_original_map() */
566#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 532//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
567 * the overlay, and is not subject to 533// * the overlay, and is not subject to
568 * decay. */ 534// * decay. */
569#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 535#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
570#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 536#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
571#define FLAG_IS_WATER 107 537#define FLAG_IS_WATER 107
572#define FLAG_CONTENT_ON_GEN 108 538#define FLAG_CONTENT_ON_GEN 108
573#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 539#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
574#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 540#define FLAG_IS_BUILDABLE 110 /* Can build on item */
575#define FLAG_AFK 111 /* Player is AFK */ 541#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
542#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
543
576#define NUM_FLAGS 111 /* Should always be equal to the last 544#define NUM_FLAGS 113 /* Should always be equal to the last
577 * defined flag. If you change this, 545 * defined flag + 1. If you change this,
578 * make sure you update the flag_links 546 * make sure you update the flag_links
579 * in common/loader.l 547 * in common/loader.l
580 */ 548 */
581
582/* Values can go up to 127 before the size of the flags array in the
583 * object structure needs to be enlarged.
584 * So there are 18 available flags slots
585 */
586
587
588#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
589
590#if 0
591
592/* These should no longer be needed - access move_slow_penalty
593 * directly.
594 */
595# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
596# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
597#endif
598 549
599/* If you add new movement types, you may need to update 550/* If you add new movement types, you may need to update
600 * describe_item() so properly describe those types. 551 * describe_item() so properly describe those types.
601 * change_abil() probably should be updated also. 552 * change_abil() probably should be updated also.
602 */ 553 */
603#define MOVE_WALK 0x1 /* Object walks */ 554#define MOVE_WALK 0x01 /* Object walks */
604#define MOVE_FLY_LOW 0x2 /* Low flying object */ 555#define MOVE_FLY_LOW 0x02 /* Low flying object */
605#define MOVE_FLY_HIGH 0x4 /* High flying object */ 556#define MOVE_FLY_HIGH 0x04 /* High flying object */
606#define MOVE_FLYING 0x6 557#define MOVE_FLYING 0x06
607 /* Combo of fly_low and fly_high */ 558 /* Combo of fly_low and fly_high */
608#define MOVE_SWIM 0x8 /* Swimming object */ 559#define MOVE_SWIM 0x08 /* Swimming object */
609#define MOVE_BOAT 0x10 /* Boats/sailing */ 560#define MOVE_BOAT 0x10 /* Boats/sailing */
561#define MOVE_SHIP 0x20 /* boats suitable for oceans */
562
610#define MOVE_ALL 0x1f /* Mask of all movement types */ 563#define MOVE_ALL 0x3f /* Mask of all movement types */
611
612/* the normal assumption is that objects are walking/flying.
613 * So often we don't want to block movement, but still don't want
614 * to allow all types (swimming is rather specialized) - I also
615 * expect as more movement types show up, this is likely to get
616 * updated. Basically, this is the default for spaces that allow
617 * movement - anything but swimming right now. If you really
618 * want nothing at all, then can always set move_block to 0
619 */
620#define MOVE_BLOCK_DEFAULT MOVE_SWIM
621 564
622/* typdef here to define type large enough to hold bitmask of 565/* typdef here to define type large enough to hold bitmask of
623 * all movement types. Make one declaration so easy to update. 566 * all movement types. Make one declaration so easy to update.
624 * uint8 is defined yet, so just use what that would define it
625 * at anyways.
626 */ 567 */
627typedef unsigned char MoveType; 568typedef unsigned char MoveType;
628 569
629/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 570/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
630 * Basically, ob2 has to block all of ob1 movement types. 571 * Basically, ob2 has to block all of ob1 movement types.
637 * Add check - if type is 0, don't stop anything from moving 578 * Add check - if type is 0, don't stop anything from moving
638 * onto it. 579 * onto it.
639 * 580 *
640 */ 581 */
641#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 582#define OB_TYPE_MOVE_BLOCK(ob1, type) \
642 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 583 ((type) && (ob1->move_type & type) == ob1->move_type)
643 584
644
645#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
646#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
647#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 585#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
648
649/* Note: These values are only a default value, resizing can change them */
650#define INV_SIZE 12 /* How many items can be viewed in inventory */
651#define LOOK_SIZE 6 /* ditto, but for the look-window */
652#define MAX_INV_SIZE 40 /* For initializing arrays */
653#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
654
655#define EDITABLE(xyz) ((xyz)->arch->editable)
656
657#define E_MONSTER 0x00000001
658#define E_EXIT 0x00000002
659#define E_TREASURE 0x00000004
660#define E_BACKGROUND 0x00000008
661#define E_DOOR 0x00000010
662#define E_SPECIAL 0x00000020
663#define E_SHOP 0x00000040
664#define E_NORMAL 0x00000080
665#define E_FALSE_WALL 0x00000100
666#define E_WALL 0x00000200
667#define E_EQUIPMENT 0x00000400
668#define E_OTHER 0x00000800
669#define E_ARTIFACT 0x00001000
670 586
671#define EXIT_PATH(xyz) (xyz)->slaying 587#define EXIT_PATH(xyz) (xyz)->slaying
672#define EXIT_LEVEL(xyz) (xyz)->stats.food 588#define EXIT_LEVEL(xyz) (xyz)->stats.food
673#define EXIT_X(xyz) (xyz)->stats.hp 589#define EXIT_X(xyz) (xyz)->stats.hp
674#define EXIT_Y(xyz) (xyz)->stats.sp 590#define EXIT_Y(xyz) (xyz)->stats.sp
675#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 591#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
676#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 592#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
677 593
678/* for use by the lighting code */ 594/* for use by the lighting code */
679#define MAX_LIGHT_RADII 4 595#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
680 /* max radii for 'light' object, really
681 * large values allow objects that can 596 * large values allow objects that can
682 * slow down the game */ 597 * slow down the game */
683#define MAX_DARKNESS 5 /* maximum map darkness, there is no 598#define MAX_DARKNESS 5 /* maximum map darkness, there is no
684 * practical reason to exceed this */ 599 * practical reason to exceed this */
600#define LOS_MAX 4 /* max. los value for non-blocked spaces */
601#define LOS_BLOCKED 100 /* fully blocked spaces */
685#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 602#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
686 MAX_LIGHT_RADII:(xyz)->glow_radius; 603 MAX_LIGHT_RADII:(xyz)->glow_radius;
604// player position in blocked_los code
605#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
606#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
607
687 608
688#define F_BUY 0 609#define F_BUY 0
689#define F_SELL 1 610#define F_SELL 1
690#define F_TRUE 2 /* True value of item, unadjusted */ 611#define F_TRUE 2 /* True value of item, unadjusted */
691#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 612#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
695#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 616#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
696 617
697#define DIRX(xyz) freearr_x[(xyz)->direction] 618#define DIRX(xyz) freearr_x[(xyz)->direction]
698#define DIRY(xyz) freearr_y[(xyz)->direction] 619#define DIRY(xyz) freearr_y[(xyz)->direction]
699 620
700#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
701#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
702
703#define ARMOUR_SPEED(xyz) (xyz)->last_sp 621#define ARMOUR_SPEED(xyz) (xyz)->last_sp
704#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 622#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
705#define WEAPON_SPEED(xyz) (xyz)->last_sp 623#define WEAPON_SPEED(xyz) (xyz)->last_sp
706 624
707/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 625/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
708 each of them signed char, concatenated in a int16 */ 626 each of them signed char, concatenated in a int16 */
709#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 627#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
710#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 628#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
711#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 629#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
630
712#define FIRE_DIRECTIONAL 0 631#define FIRE_DIRECTIONAL 0
713#define FIRE_POSITIONAL 1 632#define FIRE_POSITIONAL 1
714 633
715/******************************************************************************/ 634/******************************************************************************/
716
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 635/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718
719/******************************************************************************/ 636/******************************************************************************/
720
721/* if your monsters start acting wierd, mail me */ 637/* if your monsters start acting wierd, mail me */
722
723/******************************************************************************/ 638/******************************************************************************/
724
725/* the following definitions are for the attack_movement variable in monsters */ 639/* the following definitions are for the attack_movement variable in monsters */
726
727/* if the attack_variable movement is left out of the monster archetype, or is*/ 640/* if the attack_variable movement is left out of the monster archetype, or is*/
728
729/* set to zero */ 641/* set to zero */
730
731/* the standard mode of movement from previous versions of crossfire will be */ 642/* the standard mode of movement from previous versions of crossfire will be */
732
733/* used. the upper four bits of movement data are not in effect when the monst*/ 643/* used. the upper four bits of movement data are not in effect when the monst*/
734
735/* er has an enemy. these should only be used for non agressive monsters. */ 644/* er has an enemy. these should only be used for non agressive monsters. */
736
737/* to program a monsters movement add the attack movement numbers to the movem*/ 645/* to program a monsters movement add the attack movement numbers to the movem*/
738
739/* ment numbers example a monster that moves in a circle until attacked and */ 646/* ment numbers example a monster that moves in a circle until attacked and */
740
741/* then attacks from a distance: */ 647/* then attacks from a distance: */
742
743/* CIRCLE1 = 32 */ 648/* CIRCLE1 = 32 */
744
745/* + DISTATT = 1 */ 649/* + DISTATT = 1 */
746
747/* ------------------- */ 650/* ------------------- */
748
749/* attack_movement = 33 */ 651/* attack_movement = 33 */
750
751/******************************************************************************/ 652/******************************************************************************/
752#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 653#define DISTATT 1 /* move toward a player if far, but mantain some space, */
753 /* attack from a distance - good for missile users only */ 654 /* attack from a distance - good for missile users only */
754#define RUNATT 2 /* run but attack if player catches up to object */ 655#define RUNATT 2 /* run but attack if player catches up to object */
755#define HITRUN 3 /* run to then hit player then run away cyclicly */ 656#define HITRUN 3 /* run to then hit player then run away cyclicly */
756#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 657#define WAITATT 4 /* wait for player to approach then hit, move if hit */
757#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 658#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
758#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 659#define ALLRUN 6 /* always run never attack good for sim. of weak player */
759#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 660#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
760#define WAIT2 8 /* monster does not try to move towards player if far */ 661#define WAIT2 8 /* monster does not try to move towards player if far */
761 /* maintains comfortable distance */ 662 /* maintains comfortable distance */
663
762#define PETMOVE 16 /* if the upper four bits of attack_movement */ 664#define PETMOVE 16 /* if the upper four bits of attack_movement */
763 /* are set to this number, the monster follows a player */ 665 /* are set to this number, the monster follows a player */
764 /* until the owner calls it back or off */ 666 /* until the owner calls it back or off */
765 /* player followed denoted by 0b->owner */ 667 /* player followed denoted by 0b->owner */
766 /* the monster will try to attack whatever the player is */ 668 /* the monster will try to attack whatever the player is */
767 /* attacking, and will continue to do so until the owner */ 669 /* attacking, and will continue to do so until the owner */
768 /* calls off the monster - a key command will be */ 670 /* calls off the monster - a key command will be */
769 /* inserted to do so */ 671 /* inserted to do so */
770#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 672#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
771 /* are set to this number, the monster will move in a */ 673 /* are set to this number, the monster will move in a */
772 /* circle until it is attacked, or the enemy field is */ 674 /* circle until it is attacked, or the enemy field is */
773 /* set, this is good for non-aggressive monsters and NPC */ 675 /* set, this is good for non-aggressive monsters and NPC */
774#define CIRCLE2 48 /* same as above but a larger circle is used */ 676#define CIRCLE2 48 /* same as above but a larger circle is used */
775#define PACEH 64 /* The Monster will pace back and forth until attacked */ 677#define PACEH 64 /* The Monster will pace back and forth until attacked */
776 /* this is HORIZONTAL movement */ 678 /* this is HORIZONTAL movement */
777#define PACEH2 80 /* the monster will pace as above but the length of the */ 679#define PACEH2 80 /* the monster will pace as above but the length of the */
778 /* pace area is longer and the monster stops before */ 680 /* pace area is longer and the monster stops before */
779 /* changing directions */ 681 /* changing directions */
780 /* this is HORIZONTAL movement */ 682 /* this is HORIZONTAL movement */
781#define RANDO 96 /* the monster will go in a random direction until */ 683#define RANDO 96 /* the monster will go in a random direction until */
782 /* it is stopped by an obstacle, then it chooses another */ 684 /* it is stopped by an obstacle, then it chooses another */
783 /* direction. */ 685 /* direction. */
784#define RANDO2 112 /* constantly move in a different random direction */ 686#define RANDO2 112 /* constantly move in a different random direction */
785#define PACEV 128 /* The Monster will pace back and forth until attacked */ 687#define PACEV 128 /* The Monster will pace back and forth until attacked */
786 /* this is VERTICAL movement */ 688 /* this is VERTICAL movement */
787#define PACEV2 144 /* the monster will pace as above but the length of the */ 689#define PACEV2 144 /* the monster will pace as above but the length of the */
788 /* pace area is longer and the monster stops before */ 690 /* pace area is longer and the monster stops before */
789 /* changing directions */ 691 /* changing directions */
790 /* this is VERTICAL movement */ 692 /* this is VERTICAL movement */
791#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 693#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
792#define HI4 240 694#define HI4 240
793 695
794/*
795 * Use of the state-variable in player objects:
796 */
797
798#define ST_PLAYING 0
799#define ST_PLAY_AGAIN 1
800#define ST_ROLL_STAT 2
801#define ST_CHANGE_CLASS 3
802#define ST_CONFIRM_QUIT 4
803#define ST_CONFIGURE 5
804#define ST_GET_NAME 6
805#define ST_GET_PASSWORD 7
806#define ST_CONFIRM_PASSWORD 8
807#define ST_GET_PARTY_PASSWORD 10
808
809#define BLANK_FACE_NAME "blank.111" 696#define BLANK_FACE_NAME "blank.x11"
810#define EMPTY_FACE_NAME "empty.111" 697#define EMPTY_FACE_NAME "empty.x11"
811#define DARK_FACE1_NAME "dark1.111"
812#define DARK_FACE2_NAME "dark2.111"
813#define DARK_FACE3_NAME "dark3.111"
814#define SMOOTH_FACE_NAME "default_smoothed.111"
815 698
816/* 699/*
817 * Defines for the luck/random functions to make things more readable 700 * Defines for the luck/random functions to make things more readable
818 */ 701 */
819 702
820#define PREFER_HIGH 1 703#define PREFER_HIGH 1
821#define PREFER_LOW 0 704#define PREFER_LOW 0
822
823/* Simple function we use below to keep adding to the same string
824 * but also make sure we don't overwrite that string.
825 */
826static inline void
827safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
828{
829 if (*curlen == (maxlen - 1))
830 return;
831
832 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
833 dest[maxlen - 1] = 0;
834 *curlen += strlen (orig);
835
836 if (*curlen > (maxlen - 1))
837 *curlen = maxlen - 1;
838}
839
840
841/* The SAFE versions of these call the safe_strcat function above.
842 * Ideally, all functions should use the SAFE functions, but they
843 * require some extra support in the calling function to remain as
844 * efficient.
845 */
846#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
847 if(variable) { \
848 int i,j=0; \
849 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
850 for(i=0; i<NROFATTACKS; i++) \
851 if(variable & (1<<i)) { \
852 if (j) \
853 safe_strcat(retbuf,", ", len, maxlen); \
854 else \
855 j = 1; \
856 safe_strcat(retbuf, attacks[i], len, maxlen); \
857 } \
858 safe_strcat(retbuf,")",len,maxlen); \
859 }
860
861
862/* separated this from the common/item.c file. b.t. Dec 1995 */
863
864#define DESCRIBE_ABILITY(retbuf, variable, name) \
865 if(variable) { \
866 int i,j=0; \
867 strcat(retbuf,"(" name ": "); \
868 for(i=0; i<NROFATTACKS; i++) \
869 if(variable & (1<<i)) { \
870 if (j) \
871 strcat(retbuf,", "); \
872 else \
873 j = 1; \
874 strcat(retbuf, attacks[i]); \
875 } \
876 strcat(retbuf,")"); \
877 }
878
879
880#define DESCRIBE_PATH(retbuf, variable, name) \
881 if(variable) { \
882 int i,j=0; \
883 strcat(retbuf,"(" name ": "); \
884 for(i=0; i<NRSPELLPATHS; i++) \
885 if(variable & (1<<i)) { \
886 if (j) \
887 strcat(retbuf,", "); \
888 else \
889 j = 1; \
890 strcat(retbuf, spellpathnames[i]); \
891 } \
892 strcat(retbuf,")"); \
893 }
894
895
896#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
897 if(variable) { \
898 int i,j=0; \
899 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
900 for(i=0; i<NRSPELLPATHS; i++) \
901 if(variable & (1<<i)) { \
902 if (j) \
903 safe_strcat(retbuf,", ", len, maxlen); \
904 else \
905 j = 1; \
906 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
907 } \
908 safe_strcat(retbuf,")", len, maxlen); \
909 }
910 705
911/* Flags for apply_special() */ 706/* Flags for apply_special() */
912enum apply_flag 707enum apply_flag
913{ 708{
914 /* Basic flags, always use one of these */ 709 /* Basic flags/mode, always use one of these */
915 AP_NULL = 0, 710 AP_TOGGLE = 0,
916 AP_APPLY = 1, 711 AP_APPLY = 1,
917 AP_UNAPPLY = 2, 712 AP_UNAPPLY = 2,
918 713
919 AP_BASIC_FLAGS = 15, 714 AP_BASIC_FLAGS = 0x0f,
920 715
921 /* Optional flags, for bitwise or with a basic flag */ 716 /* Optional flags, for bitwise or with a basic flag */
922 AP_NO_MERGE = 16, 717 AP_NO_MERGE = 0x10,
923 AP_IGNORE_CURSE = 32, 718 AP_IGNORE_CURSE = 0x20,
924 AP_PRINT = 64 /* Print what to do, don't actually do it */ 719 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
925 /* Note this is supported in all the functions */ 720 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
926}; 721};
927 722
928/* Bitmask values for 'can_apply_object()' return values. 723/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 724 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 725 * are returned from.
956#define CAN_APPLY_NOT_MASK 0xf 751#define CAN_APPLY_NOT_MASK 0xf
957#define CAN_APPLY_UNAPPLY 0x10 752#define CAN_APPLY_UNAPPLY 0x10
958#define CAN_APPLY_UNAPPLY_MULT 0x20 753#define CAN_APPLY_UNAPPLY_MULT 0x20
959#define CAN_APPLY_UNAPPLY_CHOICE 0x40 754#define CAN_APPLY_UNAPPLY_CHOICE 0x40
960 755
961/* Cut off point of when an object is put on the active list or not */ 756// Cut off point of when an object is put on the active list or not
962#define MIN_ACTIVE_SPEED 0.00001 757// we use 2**-n because that can be represented exactly
963 758// also make sure that this is a float, not double, constant
964/* 759#define MIN_ACTIVE_SPEED (1.f / 65536.f)
965 * random() is much better than rand(). If you have random(), use it instead.
966 * You shouldn't need to change any of this
967 *
968 * 0.93.3: It looks like linux has random (previously, it was set below
969 * to use rand). Perhaps old version of linux lack rand? IF you run into
970 * problems, add || defined(__linux__) the #if immediately below.
971 *
972 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973 * here.
974 */
975
976#define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz)
978
979/* Returns the weight of the given object. Note: it does not take the number of
980 * items (nrof) into account.
981 */
982#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
983
984
985/* Code fastening defines
986 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
987 * buf__ and increment buf__ position so it will point to the end of buf__.
988 * the '\0' caracter will not be put at end of buf__.
989 * use preparefastcat and finishfastcat on buf__ to prepare
990 * and clean up the string. (Lots faster than doing each time...)
991 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
992 * keep in mind FAST_STRNCAT is faster since length of second argument is
993 * kown in advance.
994 */
995
996#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
997#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
998#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
999#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1000
1001 /* You may uncomment following define to check sanity of code.
1002 * But use as debug only (loses all speed gained by those macros)
1003 */
1004
1005/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1006 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1007
1008
1009
1010
1011
1012
1013 760
1014/* 761/*
1015 * Warning! 762 * Warning!
1016 * If you add message types here, don't forget 763 * If you add message types here, don't forget
1017 * to keep the client up to date too! 764 * to keep the client up to date too!
1018 */ 765 */
1019
1020 766
1021/* message types */ 767/* message types */
1022#define MSG_TYPE_BOOK 1 768#define MSG_TYPE_BOOK 1
1023#define MSG_TYPE_CARD 2 769#define MSG_TYPE_CARD 2
1024#define MSG_TYPE_PAPER 3 770#define MSG_TYPE_PAPER 3
1103 849
1104/* admin messages */ 850/* admin messages */
1105#define MSG_TYPE_ADMIN_RULES 1 851#define MSG_TYPE_ADMIN_RULES 1
1106#define MSG_TYPE_ADMIN_NEWS 2 852#define MSG_TYPE_ADMIN_NEWS 2
1107 853
854/**
855 * Maximum distance a player may hear a sound from.
856 * This is only used for client/server sound and say. If the sound source
857 * on the map is farther away than this, we don't sent it to the client.
858 */
859#define MAX_SOUND_DISTANCE 16
860
861#define LOG_CHANNEL "log" // the plain and ugly standard server log
862#define INFO_CHANNEL "info" // lower_left box
863#define SAY_CHANNEL "say"
864#define CHAT_CHANNEL "chat"
865#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
866
867/* The following are the color flags passed to new_draw_info.
868 *
869 * We also set up some control flags
870 *
871 * NDI = New Draw Info
872 */
873
874/* Color specifications - note these match the order in xutil.c */
875/* Note 2: Black, the default color, is 0. Thus, it does not need to
876 * be implicitly specified.
877 */
878#define NDI_BLACK 0
879#define NDI_WHITE 1
880#define NDI_NAVY 2
881#define NDI_RED 3
882#define NDI_ORANGE 4
883#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
884#define NDI_DK_ORANGE 6 /* DarkOrange2 */
885#define NDI_GREEN 7 /* SeaGreen */
886#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
887 /* Than seagreen - also background color */
888#define NDI_GREY 9
889#define NDI_BROWN 10 /* Sienna */
890#define NDI_GOLD 11
891#define NDI_TAN 12 /* Khaki */
892
893#define NDI_MAX_COLOR 12 /* Last value in */
894#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
895 /* using an int anyways, so we have the space */
896 /* to still do all the flags */
897
898#define NDI_REPLY 0x20 // is a direct reply to a user command
899#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
900#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
901#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
902
903#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
904#define NDI_ALL 0x2000 /* Inform all players of this message */
905#define NDI_DEF 0x4000 // ignore colour for channel protocol
906#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
907
1108#endif /* DEFINE_H */ 908#endif /* DEFINE_H */
1109 909

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