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Comparing deliantra/server/include/define.h (file contents):
Revision 1.11 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.54 by root, Sat May 12 18:51:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
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#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 37#include <autoconf.h>
50#endif
51 38
52#define FONTDIR "" 39#define FONTDIR ""
53#define FONTNAME "" 40#define FONTNAME ""
54 41
55/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
56#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
57 44
58#ifdef __NetBSD__ 45#ifdef __NetBSD__
59# include <sys/param.h> 46# include <sys/param.h>
60#endif 47#endif
61#ifndef MIN 48#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
63#endif 50#endif
64#ifndef MAX 51#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
66#endif 53#endif
67 54
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69#ifndef NAME_MAX 56#ifndef NAME_MAX
70# define NAME_MAX 255 57# define NAME_MAX 255
80# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81#endif 68#endif
82 69
83#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
84#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -128
75#define MAX_WC 127
76#define MIN_AC -128
77#define MAX_AC 127
78#define MIN_DAM 0
79#define MAX_DAM 127
85 80
86#define MAX_BUF 1024 81#define MAX_BUF 1024
87 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
88#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
92#define FONTSIZE 3000 /* Max chars in font */ 87#define FONTSIZE 3000 /* Max chars in font */
93 88
94#define MAX_ANIMATIONS 256 89#define MAX_ANIMATIONS 256
95 90
96#define MAX_NAME 48 91#define MAX_NAME 48
97#define BIG_NAME 32
98#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
99 93
100/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
101#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
102#define MAP_ERROR 1 97#define MAP_ERROR 1
103#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
104#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
105 100
106/* TYPE DEFINES */ 101/* TYPE DEFINES */
107 102
108/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
113 * flags 108 * flags
114 * Also, if you add new entries, try and fill up the holes in this list. 109 * Also, if you add new entries, try and fill up the holes in this list.
115 * Additionally, when you add a new entry, include it in the table in item.c 110 * Additionally, when you add a new entry, include it in the table in item.c
116 */ 111 */
117 112
118/* type 0 will be undefined and shows a non valid type information */ 113/* USED TYPES: (for dead types please look at the bottom of the type
114 * definitions)
115 */
119 116
120#define PLAYER 1 117/* type 0 objects have the default behaviour */
121#define TRANSPORT 2 /* see doc/Developers/objects */ 118
122#define ROD 3 119#define PLAYER 1
120#define TRANSPORT 2 /* see pod/objects.pod */
121#define ROD 3
123#define TREASURE 4 122#define TREASURE 4
124#define POTION 5 123#define POTION 5
125#define FOOD 6 124#define FOOD 6
126#define POISON 7 125#define POISON 7
127#define BOOK 8 126#define BOOK 8
128#define CLOCK 9 127#define CLOCK 9
129 128
130/*#define FBULLET 10 */ 129#define ARROW 13
131 130#define BOW 14
132/*#define FBALL 11 */
133#define LIGHTNING 12
134#define ARROW 13
135#define BOW 14
136#define WEAPON 15 131#define WEAPON 15
137#define ARMOUR 16 132#define ARMOUR 16
138#define PEDESTAL 17 133#define PEDESTAL 17
139#define ALTAR 18 134#define ALTAR 18
140 135
141/*#define CONFUSION 19 */
142#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
143#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
144#define MAP 22 138#define MAP 22
145#define DOOR 23 139#define DOOR 23
146#define KEY 24 140#define KEY 24
147 141
148/*#define MMISSILE 25 */
149#define TIMED_GATE 26 142#define TIMED_GATE 26
150#define TRIGGER 27 143#define TRIGGER 27
151#define GRIMREAPER 28 144#define GRIMREAPER 28
152#define MAGIC_EAR 29 145#define MAGIC_EAR 29
153#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
154#define TRIGGER_ALTAR 31 147#define TRIGGER_ALTAR 31
155#define TRIGGER_PEDESTAL 32 148#define TRIGGER_PEDESTAL 32
156#define SHIELD 33 149#define SHIELD 33
157#define HELMET 34 150#define HELMET 34
158#define HORN 35 151#define HORN 35
159#define MONEY 36 152#define MONEY 36
160#define CLASS 37 /* object for applying character class modifications to someone */ 153#define CLASS 37 /* object for applying character class modifications to someone */
161#define GRAVESTONE 38 154#define GRAVESTONE 38
162#define AMULET 39 155#define AMULET 39
163#define PLAYERMOVER 40 156#define PLAYERMOVER 40
164#define TELEPORTER 41 157#define TELEPORTER 41
165#define CREATOR 42 158#define CREATOR 42
166#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
167#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 160
168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */
170#define EARTHWALL 45 161#define EARTHWALL 45
171#define GOLEM 46 162#define GOLEM 46
172 163
173/*#define BOMB 47 */
174#define THROWN_OBJ 48 164#define THROWN_OBJ 48
175#define BLINDNESS 49 165#define BLINDNESS 49
176#define GOD 50 166#define GOD 50
177
178#define DETECTOR 51 /* peterm: detector is an object */ 167#define DETECTOR 51 /* peterm: detector is an object
179 /* which notices the presense of */ 168 * which notices the presense of
180 /* another object and is triggered */ 169 * another object and is triggered
181 /* like buttons. */ 170 * like buttons.
171 */
182#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 172#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
183 /* force into a player with a specified string WHEN TRIGGERED. */ 173 * force into a player with a specified string WHEN TRIGGERED.
174 */
184#define DEAD_OBJECT 53 175#define DEAD_OBJECT 53
185#define DRINK 54 176#define DRINK 54
186#define MARKER 55 /* inserts an invisible, weightless */ 177#define MARKER 55 /* inserts an invisible, weightless
187 /* force into a player with a specified string. */ 178 * force into a player with a specified string.
179 */
188#define HOLY_ALTAR 56 180#define HOLY_ALTAR 56
189#define PLAYER_CHANGER 57 181#define PLAYER_CHANGER 57
190#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 182#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 183
192#define PEACEMAKER 59 /* Object owned by a player which can convert */ 184#define PEACEMAKER 59 /* Object owned by a player which can convert
193 /* a monster into a peaceful being incapable of attack. */ 185 * a monster into a peaceful being incapable of attack.
194#define GEM 60 186 */
187#define GEM 60
195 188
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
197#define FIREWALL 62 189#define FIREWALL 62
198#define ANVIL 63 190#define ANVIL 63
199#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
200#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
201 * values of last_sp set how to change: 193 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 194 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 195 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 196 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 197 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 198 * 4 = charm, monsters become pets */
207#define EXIT 66 199#define EXIT 66
208#define ENCOUNTER 67 200#define ENCOUNTER 67
209#define SHOP_FLOOR 68 201#define SHOP_FLOOR 68
210#define SHOP_MAT 69 202#define SHOP_MAT 69
211#define RING 70 203#define RING 70
212#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 204#define FLOOR 71 /* this is a floor tile -> native layer 0 */
213#define FLESH 72 /* animal 'body parts' -b.t. */ 205#define FLESH 72 /* animal 'body parts' -b.t. */
214#define INORGANIC 73 /* metals and minerals */ 206#define INORGANIC 73 /* metals and minerals */
215#define SKILL_TOOL 74 /* Allows the use of a skill */ 207#define SKILL_TOOL 74 /* Allows the use of a skill */
216#define LIGHTER 75 208#define LIGHTER 75
217 209
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 210#define BUILDABLE_WALL 77 /* this is a buildable wall */
219 * types are not used in any archetypes, and should perhaps be removed.
220 */
221#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222 211
223#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 212
224#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225#define MISC_OBJECT 79 /* misc. objects are for objects without a function 213#define MISC_OBJECT 79 /* misc. objects are for objects without a function
226 in the engine. Like statues, clocks, chairs,... 214 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 215 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 216 on chairs, we create a new type and remove all
229 chairs from here. */ 217 chairs from here. */
230#define MONSTER 80 218
231 /* yes, thats a real, living creature */ 219#define LAMP 82 /* a lamp */
232#define SPAWN_GENERATOR 81
233 /* a spawn point or monster generator object */
234#define LAMP 82 /* a lamp */
235#define DUPLICATOR 83 /* duplicator/multiplier object */ 220#define DUPLICATOR 83 /* duplicator/multiplier object */
236#define TOOL 84 /* a tool for building objects */ 221
237#define SPELLBOOK 85 222#define SPELLBOOK 85
238#define BUILDFAC 86 /* facilities for building objects */
239#define CLOAK 87
240 223
241/*#define CONE 88 */ 224#define CLOAK 87
242 225
243 /*#define AURA 89 *//* aura spell object */
244
245#define SPINNER 90 226#define SPINNER 90
246#define GATE 91 227#define GATE 91
247#define BUTTON 92 228#define BUTTON 92
248#define CF_HANDLE 93 229#define CF_HANDLE 93
249#define HOLE 94 230#define HOLE 94
250#define TRAPDOOR 95 231#define TRAPDOOR 95
251 232
252/*#define WORD_OF_RECALL 96 */ 233#define SIGN 98
253 234#define BOOTS 99
254/*#define PARAIMAGE 97 */
255#define SIGN 98
256#define BOOTS 99
257#define GLOVES 100 235#define GLOVES 100
258#define SPELL 101 236#define SPELL 101
259#define SPELL_EFFECT 102 237#define SPELL_EFFECT 102
260#define CONVERTER 103 238#define CONVERTER 103
261#define BRACERS 104 239#define BRACERS 104
262#define POISONING 105 240#define POISONING 105
263#define SAVEBED 106 241#define SAVEBED 106
264#define POISONCLOUD 107
265#define FIREHOLES 108
266#define WAND 109
267 242
268/*#define ABILITY 110*/ 243#define WAND 109
244
269#define SCROLL 111 245#define SCROLL 111
270#define DIRECTOR 112 246#define DIRECTOR 112
271#define GIRDLE 113 247#define GIRDLE 113
272#define FORCE 114 248#define FORCE 114
273#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
274#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251
275#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
276#define CONTAINER 122 253#define CONTAINER 122
277#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
278#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
279 256
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139
260
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262
263#define RUNE 154
264#define TRAP 155
265
266#define POWER_CRYSTAL 156
267#define CORPSE 157
268
269#define DISEASE 158
270#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */
273
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */
278
279/* DEAD TYPES: */
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
280/* unused: 125 - 129 316/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER 317 * type 125 was MONEY_CHANGER
282 */ 318 */
283#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 319//#define CANCELLATION 141 /* not used with new spell code */
284#define DEEP_SWAMP 138 320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
285#define IDENTIFY_ALTAR 139 321//#define SWARM_SPELL 153
286
287 /*#define CANCELLATION 141*//* not used with new spell code */
288#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
292/*#define SWARM_SPELL 153*/
293#define RUNE 154
294#define TRAP 155
295
296#define POWER_CRYSTAL 156
297#define CORPSE 157
298
299#define DISEASE 158
300#define SYMPTOM 159
301#define BUILDER 160 /* Generic item builder, see subtypes */
302#define MATERIAL 161/* Material for building */
303
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
305#define ITEM_TRANSFORMER 163/* Transforming one item with another */
306#define QUEST 164/* See below for subtypes */ 323//#define QUEST 164 /* See below for subtypes */
307#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309 324
310/* END TYPE DEFINE */ 325/* END TYPE DEFINE */
311 326
312#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
313 328
383#define PU_READABLES 0x00400000 398#define PU_READABLES 0x00400000
384#define PU_MAGIC_DEVICE 0x00800000 399#define PU_MAGIC_DEVICE 0x00800000
385 400
386#define PU_NOT_CURSED 0x01000000 401#define PU_NOT_CURSED 0x01000000
387#define PU_JEWELS 0x02000000 402#define PU_JEWELS 0x02000000
403#define PU_FLESH 0x04000000
388 404
389 405
390/* Instead of using arbitrary constants for indexing the 406/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 407 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 408 * within 1 space. <= SIZEOFFREE2 wll get you withing
397#define SIZEOFFREE2 24 413#define SIZEOFFREE2 24
398#define SIZEOFFREE 49 414#define SIZEOFFREE 49
399 415
400#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 417
402/* Flag structure now changed. 418/*
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * If any FLAG's are or changed, make sure the flag_names structure in 419 * If any FLAG's are added or changed, make sure the flag_names structure in
423 * common/loader.l is updated. 420 * common/loader.l is updated.
424 *
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */ 421 */
430 422
431/* Basic routines to do above */ 423/* Basic routines to do above */
432#define SET_FLAG(xyz, p) \ 424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
433 ((xyz)->flags[p/32] |= (1U << (p % 32))) 425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
434#define CLEAR_FLAG(xyz, p) \ 426#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436#define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438#define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446/* convenience macros to determine what kind of things we are dealing with */
447
448#define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451#define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456#define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461#define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466/* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 427
471/* the flags */ 428/* the flags */
472 429
473#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474#define FLAG_WIZ 1 /* Object has special privilegies */ 431#define FLAG_WIZ 1 /* Object has special privilegies */
480#define FLAG_USE_SHIELD 7 437#define FLAG_USE_SHIELD 7
481 /* Can this creature use a shield? */ 438 /* Can this creature use a shield? */
482 439
483#define FLAG_NO_PICK 8 /* Object can't be picked up */ 440#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 441
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
488#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 446
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
491
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449
493#define FLAG_MONSTER 14 /* Will attack players */ 450#define FLAG_MONSTER 14 /* Will attack players */
494#define FLAG_FRIENDLY 15 /* Will help players */ 451#define FLAG_FRIENDLY 15 /* Will help players */
495 452
496#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498#define FLAG_AUTO_APPLY 18 455#define FLAG_AUTO_APPLY 18
499 /* Will be applied when created */ 456 /* Will be applied when created */
500#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
501#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
502#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 460#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 463
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
511 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467
512#define FLAG_IS_USED_UP 28 468#define FLAG_IS_USED_UP 28
513 /* When (--food<0) the object will exit */ 469 /* When (--food<0) the object will exit */
514#define FLAG_IDENTIFIED 29 470#define FLAG_IDENTIFIED 29
515 /* Player knows full info about item */ 471 /* Player knows full info about item */
516#define FLAG_REFLECTING 30 472#define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */ 473 /* Object reflects from walls (lightning) */
518#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519 475
520/* Start of values in flags[1] */
521#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522#define FLAG_HITBACK 33 /* Object will hit back when hit */ 477#define FLAG_HITBACK 33 /* Object will hit back when hit */
523#define FLAG_STARTEQUIP 34 478#define FLAG_STARTEQUIP 34
524 /* Object was given to player at start */ 479 /* Object was given to player at start */
525#define FLAG_BLOCKSVIEW 35 480#define FLAG_BLOCKSVIEW 35
536#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
538#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 494 but can still attack at a distance */
540 495
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 497 thru this object as if it wasn't there */
543 498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545 499
546#define FLAG_PICK_UP 48 /* Can pick up */ 500#define FLAG_PICK_UP 48 /* Can pick up */
547#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548#define FLAG_NO_DROP 50 /* Object can't be dropped */ 502#define FLAG_NO_DROP 50 /* Object can't be dropped */
549#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
558 /* (Monster) can wear armour/shield/helmet */ 512 /* (Monster) can wear armour/shield/helmet */
559#define FLAG_USE_WEAPON 57 513#define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */ 514 /* (Monster) can wield weapons */
561#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
562#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
563#define FLAG_READY_BOW 60 /* not implemented yet */ 517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
564#define FLAG_XRAYS 61 /* X-ray vision */ 518#define FLAG_XRAYS 61 /* X-ray vision */
565#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
566#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
567 521
568/* Start of values in flags[2] */
569#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
571#define FLAG_SLEEP 66 /* NPC is sleeping */ 524#define FLAG_SLEEP 66 /* NPC is sleeping */
572#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
586 539
587#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
589#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 543
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 544#define FLAG_PRECIOUS 83 // object is precious (pets)
592#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593#define FLAG_MAKE_INVIS 85 546#define FLAG_MAKE_INVIS 85
594 /* (Item) gives invisibility when applied */ 547 /* (Item) gives invisibility when applied */
595#define FLAG_INV_LOCKED 86 548#define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */ 549 /* Item will not be dropped from inventory */
602#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
603#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
605#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 559
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608 561
609/* Start of values in flags[3] */
610#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 562#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
612 * away (replaces ghosthit) 564 * away (replaces ghosthit)
613 */ 565 */
614#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
621 object */ 573 object */
622#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 574#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623#define FLAG_NO_ATTACK 101 /* monster don't attack */ 575#define FLAG_NO_ATTACK 101 /* monster don't attack */
624#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
626 * load_original_map() */ 578 * load_original_map() */
627#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
628 * the overlay, and is not subject to 580 * the overlay, and is not subject to
629 * decay. */ 581 * decay. */
630#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
631#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
632#define FLAG_IS_WATER 107 584#define FLAG_IS_WATER 107
633#define FLAG_CONTENT_ON_GEN 108 585#define FLAG_CONTENT_ON_GEN 108
634#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
635#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 587#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636#define FLAG_AFK 111 /* Player is AFK */ 588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590
637#define NUM_FLAGS 111 /* Should always be equal to the last 591#define NUM_FLAGS 113 /* Should always be equal to the last
638 * defined flag. If you change this, 592 * defined flag + 1. If you change this,
639 * make sure you update the flag_links 593 * make sure you update the flag_links
640 * in common/loader.l 594 * in common/loader.l
641 */ 595 */
642 596
643/* Values can go up to 127 before the size of the flags array in the 597/* Values can go up to 127 before the size of the flags array in the
644 * object structure needs to be enlarged. 598 * object structure needs to be enlarged.
645 * So there are 18 available flags slots 599 * So there are 18 available flags slots
646 */ 600 */
647 601
648
649#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
650
651#if 0
652
653/* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658#endif
659 603
660/* If you add new movement types, you may need to update 604/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 605 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 606 * change_abil() probably should be updated also.
663 */ 607 */
664#define MOVE_WALK 0x1 /* Object walks */ 608#define MOVE_WALK 0x01 /* Object walks */
665#define MOVE_FLY_LOW 0x2 /* Low flying object */ 609#define MOVE_FLY_LOW 0x02 /* Low flying object */
666#define MOVE_FLY_HIGH 0x4 /* High flying object */ 610#define MOVE_FLY_HIGH 0x04 /* High flying object */
667#define MOVE_FLYING 0x6 611#define MOVE_FLYING 0x06
668 /* Combo of fly_low and fly_high */ 612 /* Combo of fly_low and fly_high */
669#define MOVE_SWIM 0x8 /* Swimming object */ 613#define MOVE_SWIM 0x08 /* Swimming object */
670#define MOVE_BOAT 0x10 /* Boats/sailing */ 614#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
616
671#define MOVE_ALL 0x1f /* Mask of all movement types */ 617#define MOVE_ALL 0x3f /* Mask of all movement types */
672
673/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0
680 */
681#define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 618
683/* typdef here to define type large enough to hold bitmask of 619/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 620 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it 621 * uint8 is defined yet, so just use what that would define it
686 * at anyways. 622 * at anyways.
698 * Add check - if type is 0, don't stop anything from moving 634 * Add check - if type is 0, don't stop anything from moving
699 * onto it. 635 * onto it.
700 * 636 *
701 */ 637 */
702#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 638#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 639 ((type) && (ob1->move_type & type) == ob1->move_type)
704 640
705 641
706#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
735#define EXIT_Y(xyz) (xyz)->stats.sp 671#define EXIT_Y(xyz) (xyz)->stats.sp
736#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 674
739/* for use by the lighting code */ 675/* for use by the lighting code */
740#define MAX_LIGHT_RADII 4 676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
741 /* max radii for 'light' object, really
742 * large values allow objects that can 677 * large values allow objects that can
743 * slow down the game */ 678 * slow down the game */
744#define MAX_DARKNESS 5 /* maximum map darkness, there is no 679#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * practical reason to exceed this */ 680 * practical reason to exceed this */
746#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
772#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
773#define FIRE_DIRECTIONAL 0 708#define FIRE_DIRECTIONAL 0
774#define FIRE_POSITIONAL 1 709#define FIRE_POSITIONAL 1
775 710
776/******************************************************************************/ 711/******************************************************************************/
777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780/******************************************************************************/ 713/******************************************************************************/
781
782/* if your monsters start acting wierd, mail me */ 714/* if your monsters start acting wierd, mail me */
783
784/******************************************************************************/ 715/******************************************************************************/
785
786/* the following definitions are for the attack_movement variable in monsters */ 716/* the following definitions are for the attack_movement variable in monsters */
787
788/* if the attack_variable movement is left out of the monster archetype, or is*/ 717/* if the attack_variable movement is left out of the monster archetype, or is*/
789
790/* set to zero */ 718/* set to zero */
791
792/* the standard mode of movement from previous versions of crossfire will be */ 719/* the standard mode of movement from previous versions of crossfire will be */
793
794/* used. the upper four bits of movement data are not in effect when the monst*/ 720/* used. the upper four bits of movement data are not in effect when the monst*/
795
796/* er has an enemy. these should only be used for non agressive monsters. */ 721/* er has an enemy. these should only be used for non agressive monsters. */
797
798/* to program a monsters movement add the attack movement numbers to the movem*/ 722/* to program a monsters movement add the attack movement numbers to the movem*/
799
800/* ment numbers example a monster that moves in a circle until attacked and */ 723/* ment numbers example a monster that moves in a circle until attacked and */
801
802/* then attacks from a distance: */ 724/* then attacks from a distance: */
803
804/* CIRCLE1 = 32 */ 725/* CIRCLE1 = 32 */
805
806/* + DISTATT = 1 */ 726/* + DISTATT = 1 */
807
808/* ------------------- */ 727/* ------------------- */
809
810/* attack_movement = 33 */ 728/* attack_movement = 33 */
811
812/******************************************************************************/ 729/******************************************************************************/
813#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 730#define DISTATT 1 /* move toward a player if far, but mantain some space, */
814 /* attack from a distance - good for missile users only */ 731 /* attack from a distance - good for missile users only */
815#define RUNATT 2 /* run but attack if player catches up to object */ 732#define RUNATT 2 /* run but attack if player catches up to object */
816#define HITRUN 3 /* run to then hit player then run away cyclicly */ 733#define HITRUN 3 /* run to then hit player then run away cyclicly */
850 /* changing directions */ 767 /* changing directions */
851 /* this is VERTICAL movement */ 768 /* this is VERTICAL movement */
852#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
853#define HI4 240 770#define HI4 240
854 771
855/*
856 * Use of the state-variable in player objects:
857 */
858
859#define ST_PLAYING 0
860#define ST_PLAY_AGAIN 1
861#define ST_ROLL_STAT 2
862#define ST_CHANGE_CLASS 3
863#define ST_CONFIRM_QUIT 4
864#define ST_CONFIGURE 5
865#define ST_GET_NAME 6
866#define ST_GET_PASSWORD 7
867#define ST_CONFIRM_PASSWORD 8
868#define ST_GET_PARTY_PASSWORD 10
869
870#define BLANK_FACE_NAME "blank.111" 772#define BLANK_FACE_NAME "blank.x11"
871#define EMPTY_FACE_NAME "empty.111" 773#define EMPTY_FACE_NAME "empty.x11"
872#define DARK_FACE1_NAME "dark1.111"
873#define DARK_FACE2_NAME "dark2.111"
874#define DARK_FACE3_NAME "dark3.111"
875#define SMOOTH_FACE_NAME "default_smoothed.111"
876 774
877/* 775/*
878 * Defines for the luck/random functions to make things more readable 776 * Defines for the luck/random functions to make things more readable
879 */ 777 */
880 778
1018#define CAN_APPLY_UNAPPLY 0x10 916#define CAN_APPLY_UNAPPLY 0x10
1019#define CAN_APPLY_UNAPPLY_MULT 0x20 917#define CAN_APPLY_UNAPPLY_MULT 0x20
1020#define CAN_APPLY_UNAPPLY_CHOICE 0x40 918#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 919
1022/* Cut off point of when an object is put on the active list or not */ 920/* Cut off point of when an object is put on the active list or not */
1023#define MIN_ACTIVE_SPEED 0.00001 921#define MIN_ACTIVE_SPEED 1e-5
1024 922
1025/* 923#define RANDOM() (rndm.next () & 0xffffffU)
1026 * random() is much better than rand(). If you have random(), use it instead. 924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1027 * You shouldn't need to change any of this
1028 *
1029 * 0.93.3: It looks like linux has random (previously, it was set below
1030 * to use rand). Perhaps old version of linux lack rand? IF you run into
1031 * problems, add || defined(__linux__) the #if immediately below.
1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here.
1035 */
1036
1037#ifdef HAVE_SRANDOM
1038# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz)
1040#else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine"
1050# endif
1051# endif
1052#endif
1053 925
1054/* Returns the weight of the given object. Note: it does not take the number of 926/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account. 927 * items (nrof) into account.
1056 */ 928 */
1057#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1071#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075 947
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088
1089/* 948/*
1090 * Warning! 949 * Warning!
1091 * If you add message types here, don't forget 950 * If you add message types here, don't forget
1092 * to keep the client up to date too! 951 * to keep the client up to date too!
1093 */ 952 */
1094
1095 953
1096/* message types */ 954/* message types */
1097#define MSG_TYPE_BOOK 1 955#define MSG_TYPE_BOOK 1
1098#define MSG_TYPE_CARD 2 956#define MSG_TYPE_CARD 2
1099#define MSG_TYPE_PAPER 3 957#define MSG_TYPE_PAPER 3

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