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Comparing deliantra/server/include/define.h (file contents):
Revision 1.44 by root, Sat Jan 20 22:09:52 2007 UTC vs.
Revision 1.110 by root, Mon Nov 23 14:09:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 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 */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48#ifndef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX
52# define MAX(x,y) max (x, y)
53#endif
54 45
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
56#ifndef NAME_MAX
57# define NAME_MAX 255
58#endif
59 47
60/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
61#ifndef MAX3 49#define NAME_LEN 127
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 50
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
72 53
54//TODO: not only use more reasonable values, also enforce them
55#define MIN_WC -120
56#define MAX_WC 120
57#define MIN_AC -120
73#define MAX_BUF 1024 58#define MAX_AC 120
74 /* Used for all kinds of things */ 59#define MIN_DAM 0
75#define VERY_BIG_BUF 2048 60#define MAX_DAM 200
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 61#define MIN_DIGESTION -35
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 62#define MAX_DIGESTION 70
78 63
79#define FONTSIZE 3000 /* Max chars in font */ 64#define MAX_BUF 1024 /* Used for all kinds of things */
80
81#define MAX_ANIMATIONS 256
82 65
83#define MAX_NAME 48 66#define MAX_NAME 48
84#define MAX_EXT_TITLE 98
85 67
86/* Fatal variables: */ 68#define ATTUNE_REPELL 16 // levels diff for attune/repell
69
70//TODO: remove all calls to fatal and replace them by cleanup
87#define OUT_OF_MEMORY 0 71#define OUT_OF_MEMORY 0
88#define MAP_ERROR 1 72#define MAP_ERROR 1
89#define ARCHTABLE_TOO_SMALL 2 73#define ARCHTABLE_TOO_SMALL 2 // unused
90#define TOO_MANY_ERRORS 3 74#define TOO_MANY_ERRORS 3
91 75
92/* TYPE DEFINES */ 76/* TYPE DEFINES */
93 77
94/* Only add new values to this list if somewhere in the program code, 78/* Only add new values to this list if somewhere in the program code,
114#define POTION 5 98#define POTION 5
115#define FOOD 6 99#define FOOD 6
116#define POISON 7 100#define POISON 7
117#define BOOK 8 101#define BOOK 8
118#define CLOCK 9 102#define CLOCK 9
119 103//10
104//11
105//12
120#define ARROW 13 106#define ARROW 13
121#define BOW 14 107#define BOW 14
122#define WEAPON 15 108#define WEAPON 15
123#define ARMOUR 16 109#define ARMOUR 16
124#define PEDESTAL 17 110#define PEDESTAL 17
125#define ALTAR 18 111#define ALTAR 18
126 112#define T_MATCH 19
127#define LOCKED_DOOR 20 113#define LOCKED_DOOR 20
128#define SPECIAL_KEY 21 114#define SPECIAL_KEY 21
129#define MAP 22 115#define MAP 22
130#define DOOR 23 116#define DOOR 23
131#define KEY 24 117#define KEY 24
132 118//25
133#define TIMED_GATE 26 119#define TIMED_GATE 26
134#define TRIGGER 27 120#define TRIGGER 27
135#define GRIMREAPER 28 121#define GRIMREAPER 28
136#define MAGIC_EAR 29 122#define MAGIC_EAR 29
137#define TRIGGER_BUTTON 30 123#define TRIGGER_BUTTON 30
146#define AMULET 39 132#define AMULET 39
147#define PLAYERMOVER 40 133#define PLAYERMOVER 40
148#define TELEPORTER 41 134#define TELEPORTER 41
149#define CREATOR 42 135#define CREATOR 42
150#define SKILL 43 /* also see SKILL_TOOL (74) below */ 136#define SKILL 43 /* also see SKILL_TOOL (74) below */
151 137//44
152#define EARTHWALL 45 138#define EARTHWALL 45
153#define GOLEM 46 139#define GOLEM 46
154 140//47
155#define THROWN_OBJ 48 141#define THROWN_OBJ 48
156#define BLINDNESS 49 142#define BLINDNESS 49
157#define GOD 50 143#define GOD 50
158#define DETECTOR 51 /* peterm: detector is an object 144#define DETECTOR 51 /* peterm: detector is an object
159 * which notices the presense of 145 * which notices the presense of
174 160
175#define PEACEMAKER 59 /* Object owned by a player which can convert 161#define PEACEMAKER 59 /* Object owned by a player which can convert
176 * a monster into a peaceful being incapable of attack. 162 * a monster into a peaceful being incapable of attack.
177 */ 163 */
178#define GEM 60 164#define GEM 60
179 165//61
180#define FIREWALL 62 166#define FIREWALL 62
181#define ANVIL 63 167#define ANVIL 63
182#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 168#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
183#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 169#define MOOD_FLOOR 65 /*
184 * values of last_sp set how to change: 170 * values of last_sp set how to change:
185 * 0 = furious, all monsters become aggressive 171 * 0 = furious, all monsters become aggressive
186 * 1 = angry, all but friendly become aggressive 172 * 1 = angry, all but friendly become aggressive
187 * 2 = calm, all aggressive monsters calm down 173 * 2 = calm, all aggressive monsters calm down
188 * 3 = sleep, all monsters fall asleep 174 * 3 = sleep, all monsters fall asleep
189 * 4 = charm, monsters become pets */ 175 * 4 = charm, monsters become pets
176 * 5 = destroy monsters
177 * 6 = destroy pets / friendlies
178 */
190#define EXIT 66 179#define EXIT 66
191#define ENCOUNTER 67 180#define ENCOUNTER 67
192#define SHOP_FLOOR 68 181#define SHOP_FLOOR 68
193#define SHOP_MAT 69 182#define SHOP_MAT 69
194#define RING 70 183#define RING 70
195#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 184#define FLOOR 71 /* this is a floor tile -> native layer 0 */
196#define FLESH 72 /* animal 'body parts' -b.t. */ 185#define FLESH 72 /* animal 'body parts' -b.t. */
197#define INORGANIC 73 /* metals and minerals */ 186#define INORGANIC 73 /* metals and minerals */
198#define SKILL_TOOL 74 /* Allows the use of a skill */ 187#define SKILL_TOOL 74 /* Allows the use of a skill */
199#define LIGHTER 75 188#define LIGHTER 75
200 189//76
201#define BUILDABLE_WALL 77 /* this is a buildable wall */ 190#define BUILDABLE_WALL 77 /* this is a buildable wall */
202 191//78
203
204#define MISC_OBJECT 79 /* misc. objects are for objects without a function 192#define MISC_OBJECT 79 /* misc. objects are for objects without a function
205 in the engine. Like statues, clocks, chairs,... 193 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 194 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 195 on chairs, we create a new type and remove all
208 chairs from here. */ 196 chairs from here. */
209 197//80
198#define TORCH 81 /* a torch */
210#define LAMP 82 /* a lamp */ 199#define LAMP 82 /* a lamp */
211#define DUPLICATOR 83 /* duplicator/multiplier object */ 200#define DUPLICATOR 83 /* duplicator/multiplier object */
212 201//84
213#define SPELLBOOK 85 202#define SPELLBOOK 85
214 203//86
215#define CLOAK 87 204#define CLOAK 87
216 205//88
206//89
217#define SPINNER 90 207#define SPINNER 90
218#define GATE 91 208#define GATE 91
219#define BUTTON 92 209#define BUTTON 92
220#define CF_HANDLE 93 210#define T_HANDLE 93
221#define HOLE 94 211#define HOLE 94
222#define TRAPDOOR 95 212#define TRAPDOOR 95
223 213//96
214//97
224#define SIGN 98 215#define SIGN 98
225#define BOOTS 99 216#define BOOTS 99
226#define GLOVES 100 217#define GLOVES 100
227#define SPELL 101 218#define SPELL 101
228#define SPELL_EFFECT 102 219#define SPELL_EFFECT 102
229#define CONVERTER 103 220#define CONVERTER 103
230#define BRACERS 104 221#define BRACERS 104
231#define POISONING 105 222#define POISONING 105
232#define SAVEBED 106 223#define SAVEBED 106
233 224//107
225//108
234#define WAND 109 226#define WAND 109
235 227#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
236#define SCROLL 111 228#define SCROLL 111
237#define DIRECTOR 112 229#define DIRECTOR 112
238#define GIRDLE 113 230#define GIRDLE 113
239#define FORCE 114 231#define FORCE 114
240#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 232#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
241#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 233#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
242 234//117
235//118
236//119
237//120
243#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 238#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
244#define CONTAINER 122 239#define CONTAINER 122
245#define ARMOUR_IMPROVER 123 240#define ARMOUR_IMPROVER 123
246#define WEAPON_IMPROVER 124 241#define WEAPON_IMPROVER 124
247 242//125
243//126
244//127
245//128
246//129
248#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 247#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
248//131
249//132
250//133
251//134
252//135
253//136
254//137
249#define DEEP_SWAMP 138 255#define DEEP_SWAMP 138
250#define IDENTIFY_ALTAR 139 256#define IDENTIFY_ALTAR 139
251 257//140
258//141
259//142
260//143
261//144
262//145
263//146
264//147
265//148
266//149
252#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 267#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
253 268//151
269//152
270//153
254#define RUNE 154 271#define RUNE 154
255#define TRAP 155 272#define TRAP 155
256
257#define POWER_CRYSTAL 156 273#define POWER_CRYSTAL 156
258#define CORPSE 157 274#define CORPSE 157
259
260#define DISEASE 158 275#define DISEASE 158
261#define SYMPTOM 159 276#define SYMPTOM 159
262#define BUILDER 160 /* Generic item builder, see subtypes */ 277#define BUILDER 160 /* Generic item builder, see subtypes */
263#define MATERIAL 161 /* Material for building */ 278#define MATERIAL 161 /* Material for building */
264 279//162
265#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
266 281#define MAPSCRIPT 164 /* A perl-scripted connectable */
267#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 282#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
268 potions, alchemy, or magic works here (elmex) */ 283 potions, alchemy, or magic works here (elmex) */
269 284
270/* DEAD TYPES: */ 285#define NUM_TYPES 166 // must be max(type) + 1
271//#define FBULLET 10
272//#define FBALL 11
273//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
274//#define CONFUSION 19
275//#define MMISSILE 25
276/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
277 * experience for broad skill categories. This value
278 * is now automatically converteed at load time.
279 */
280//#define BOMB 47
281//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
282
283/* random crossfire developer: The trap_part, wall, light_source,
284 * misc_object, monster, and spawn_generator
285 * types are not used in any archetypes,
286 * and should perhaps be removed.
287 *
288 * Wed Dec 20 13:35:24 CET 2006:
289 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
290 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
291 * renamed WALL to BUILDABLE_WALL.
292 */
293
294//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
295//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
296//#define MONSTER 80 /* yes, thats a real, living creature */
297//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
298//#define TOOL 84 /* a tool for building objects */
299//#define BUILDFAC 86 /* facilities for building objects */
300//#define CONE 88
301//#define AURA 89 /* aura spell object */
302//#define WORD_OF_RECALL 96
303//#define PARAIMAGE 97
304//#define POISONCLOUD 107
305//#define FIREHOLES 108
306//#define ABILITY 110
307/* unused: 125 - 129
308 * type 125 was MONEY_CHANGER
309 */
310//#define CANCELLATION 141 /* not used with new spell code */
311//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
312//#define SWARM_SPELL 153
313//#define GPS 162 /* Ground positionning system, moved to Python plugin */
314//#define QUEST 164 /* See below for subtypes */
315 286
316/* END TYPE DEFINE */ 287/* END TYPE DEFINE */
317 288
318#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 289// maximum supported subtype number + 1, can be increased to 256
290// currently (2007-09) in use: 50
291#define NUM_SUBTYPES 64
319 292
320/* Subtypes for BUILDER */ 293/* Subtypes for BUILDER */
321#define ST_BD_BUILD 1 /* Builds an item */ 294#define ST_BD_BUILD 1 /* Builds an item */
322#define ST_BD_REMOVE 2 /* Removes an item */ 295#define ST_BD_REMOVE 2 /* Removes an item */
323 296
324/* Subtypes for MATERIAL */ 297/* Subtypes for MATERIAL */
325#define ST_MAT_FLOOR 1 /* Floor */ 298#define ST_MAT_FLOOR 1 /* Floor */
326#define ST_MAT_WALL 2 /* Wall */ 299#define ST_MAT_WALL 2 /* Wall */
327#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 300#define ST_MAT_ITEM 3 /* All other items, including doors & such */
358#define PU_NOTHING 0x00000000 331#define PU_NOTHING 0x00000000
359 332
360#define PU_DEBUG 0x10000000 333#define PU_DEBUG 0x10000000
361#define PU_INHIBIT 0x20000000 334#define PU_INHIBIT 0x20000000
362#define PU_STOP 0x40000000 335#define PU_STOP 0x40000000
363#define PU_NEWMODE 0x80000000 336#define PU_ENABLE 0x80000000 // used to distinguish value density
364 337
365#define PU_RATIO 0x0000000F 338#define PU_RATIO 0x0000000F
366 339
367#define PU_FOOD 0x00000010 340#define PU_FOOD 0x00000010
368#define PU_DRINK 0x00000020 341#define PU_DRINK 0x00000020
398 * freearr, add these values. <= SIZEOFFREE1 will get you 371 * freearr, add these values. <= SIZEOFFREE1 will get you
399 * within 1 space. <= SIZEOFFREE2 wll get you withing 372 * within 1 space. <= SIZEOFFREE2 wll get you withing
400 * 2 spaces, and the entire array (< SIZEOFFREE) is 373 * 2 spaces, and the entire array (< SIZEOFFREE) is
401 * three spaces 374 * three spaces
402 */ 375 */
376#define SIZEOFFREE0 0
403#define SIZEOFFREE1 8 377#define SIZEOFFREE1 8
404#define SIZEOFFREE2 24 378#define SIZEOFFREE2 24
379#define SIZEOFFREE3 48
405#define SIZEOFFREE 49 380#define SIZEOFFREE 49
406 381
407#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 382#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
408 383
409/* 384/*
410 * If any FLAG's are added or changed, make sure the flag_names structure in 385 * If any FLAG's are added or changed, make sure the flag_names structure in
411 * common/loader.l is updated. 386 * common/loader.C is updated.
412 */ 387 */
413 388
414/* Basic routines to do above */ 389/* Basic routines to do above */
415#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418 393
419/* the flags */ 394/* the flags */
420 395
421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422#define FLAG_WIZ 1 /* Object has special privilegies */ 397#define FLAG_WIZ 1 /* Object has special privilegies */
423#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 398#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
424#define FLAG_FREED 3 /* Object is in the list of free objects */ 399#define FLAG_FREED 3 /* Object is in the list of free objects */
425#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 400#define FLAG_WIZLOOK 4 /* disable los and lighting */
426#define FLAG_APPLIED 5 /* Object is ready for use by living */ 401#define FLAG_APPLIED 5 /* Object is ready for use by living */
427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428#define FLAG_USE_SHIELD 7 403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
429 /* Can this creature use a shield? */
430 404
431#define FLAG_NO_PICK 8 /* Object can't be picked up */ 405#define FLAG_NO_PICK 8 /* Object can't be picked up */
432 406
433/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
434/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
435 409
436#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
437 411
438/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 412/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
439/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 413/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
414#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
440 415
441#define FLAG_MONSTER 14 /* Will attack players */ 416#define FLAG_MONSTER 14 /* Will attack players */
442#define FLAG_FRIENDLY 15 /* Will help players */ 417#define FLAG_FRIENDLY 15 /* Will help players */
443
444#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
445#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
446#define FLAG_AUTO_APPLY 18 420#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
447 /* Will be applied when created */ 421#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
448 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
449#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 422#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
450#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 423#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
451#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 424#define FLAG_CAN_ROLL 22 /* Object can be rolled */
452#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 425#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
453#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 426#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
454 427
455/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 428/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
456/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 429/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
457/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 430/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
458 431
459#define FLAG_IS_USED_UP 28 432#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
460 /* When (--food<0) the object will exit */ 433#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
461#define FLAG_IDENTIFIED 29 434#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
462 /* Player knows full info about item */
463#define FLAG_REFLECTING 30
464 /* Object reflects from walls (lightning) */
465#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 435#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
466
467#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 436#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
468#define FLAG_HITBACK 33 /* Object will hit back when hit */ 437#define FLAG_HITBACK 33 /* Object will hit back when hit */
469#define FLAG_STARTEQUIP 34 438#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
470 /* Object was given to player at start */ 439#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
471#define FLAG_BLOCKSVIEW 35
472 /* Object blocks view */
473#define FLAG_UNDEAD 36 /* Monster is undead */ 440#define FLAG_UNDEAD 36 /* Monster is undead */
474#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 441#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
475#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
476#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
477 445
478#define FLAG_REFL_SPELL 40
479 /* Spells (some) will reflect from object */
480#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 446#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
481#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 447//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
482#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
483#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 449#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
484#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
485 but can still attack at a distance */ 451 but can still attack at a distance */
486 452
490 456
491#define FLAG_PICK_UP 48 /* Can pick up */ 457#define FLAG_PICK_UP 48 /* Can pick up */
492#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 458#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
493#define FLAG_NO_DROP 50 /* Object can't be dropped */ 459#define FLAG_NO_DROP 50 /* Object can't be dropped */
494#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 460#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
495#define FLAG_CAST_SPELL 52 461
496 /* (Monster) can learn and cast spells */ 462#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
497#define FLAG_USE_SCROLL 53 463#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
498 /* (Monster) can read scroll */
499#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 464#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
500#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 465#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
501 466#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
502#define FLAG_USE_ARMOUR 56 467#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
503 /* (Monster) can wear armour/shield/helmet */
504#define FLAG_USE_WEAPON 57
505 /* (Monster) can wield weapons */
506#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 468#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
507#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 469#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
508#define FLAG_READY_BOW 60 /* not implemented yet */ 470#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471
509#define FLAG_XRAYS 61 /* X-ray vision */ 472#define FLAG_XRAYS 61 /* X-ray vision */
510#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 473#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
511#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 474#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
512 475
513#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 476#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
530 493
531#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 494#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
532#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 495#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
533#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 496#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
534 497
535/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 498#define FLAG_PRECIOUS 83 // object is precious (pets)
536#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 499#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
537#define FLAG_MAKE_INVIS 85 500#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
538 /* (Item) gives invisibility when applied */ 501#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
539#define FLAG_INV_LOCKED 86 502
540 /* Item will not be dropped from inventory */
541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 503#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
542
543#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 504#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
544#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 505#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
545#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 506#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
546#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 507#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
547#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 508#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
552 513
553#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 514#define FLAG_NO_STEAL 96 /* Item can't be stolen */
554#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 515#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
555 * away (replaces ghosthit) 516 * away (replaces ghosthit)
556 */ 517 */
557#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 518#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
558 * detect cases were the server is trying
559 * to send an upditem when we have not
560 * actually sent the item.
561 */
562 519
563#define FLAG_BERSERK 99 /* monster will attack closest living 520#define FLAG_BERSERK 99 /* monster will attack closest living
564 object */ 521 object */
565#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 522#define FLAG_NEUTRAL 100 /* monster is from type neutral */
566#define FLAG_NO_ATTACK 101 /* monster don't attack */ 523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
567#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 524#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
568#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 525#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
569 * load_original_map() */ 526 * load_original_map() */
570#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 527//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
571 * the overlay, and is not subject to 528// * the overlay, and is not subject to
572 * decay. */ 529// * decay. */
573#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 530#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
574#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 531#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
575#define FLAG_IS_WATER 107 532#define FLAG_IS_WATER 107
576#define FLAG_CONTENT_ON_GEN 108 533#define FLAG_CONTENT_ON_GEN 108
577#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 534#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
583 * defined flag + 1. If you change this, 540 * defined flag + 1. If you change this,
584 * make sure you update the flag_links 541 * make sure you update the flag_links
585 * in common/loader.l 542 * in common/loader.l
586 */ 543 */
587 544
588/* Values can go up to 127 before the size of the flags array in the
589 * object structure needs to be enlarged.
590 * So there are 18 available flags slots
591 */
592
593#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
594
595/* If you add new movement types, you may need to update 545/* If you add new movement types, you may need to update
596 * describe_item() so properly describe those types. 546 * describe_item() so properly describe those types.
597 * change_abil() probably should be updated also. 547 * change_abil() probably should be updated also.
598 */ 548 */
599#define MOVE_WALK 0x1 /* Object walks */ 549#define MOVE_WALK 0x01 /* Object walks */
600#define MOVE_FLY_LOW 0x2 /* Low flying object */ 550#define MOVE_FLY_LOW 0x02 /* Low flying object */
601#define MOVE_FLY_HIGH 0x4 /* High flying object */ 551#define MOVE_FLY_HIGH 0x04 /* High flying object */
602#define MOVE_FLYING 0x6 552#define MOVE_FLYING 0x06
603 /* Combo of fly_low and fly_high */ 553 /* Combo of fly_low and fly_high */
604#define MOVE_SWIM 0x8 /* Swimming object */ 554#define MOVE_SWIM 0x08 /* Swimming object */
605#define MOVE_BOAT 0x10 /* Boats/sailing */ 555#define MOVE_BOAT 0x10 /* Boats/sailing */
556#define MOVE_SHIP 0x20 /* boats suitable for oceans */
557
606#define MOVE_ALL 0x1f /* Mask of all movement types */ 558#define MOVE_ALL 0x3f /* Mask of all movement types */
607
608/* the normal assumption is that objects are walking/flying.
609 * So often we don't want to block movement, but still don't want
610 * to allow all types (swimming is rather specialized) - I also
611 * expect as more movement types show up, this is likely to get
612 * updated. Basically, this is the default for spaces that allow
613 * movement - anything but swimming right now. If you really
614 * want nothing at all, then can always set move_block to 0
615 */
616#define MOVE_BLOCK_DEFAULT MOVE_SWIM
617 559
618/* typdef here to define type large enough to hold bitmask of 560/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 561 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it
621 * at anyways.
622 */ 562 */
623typedef unsigned char MoveType; 563typedef unsigned char MoveType;
624 564
625/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 565/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
626 * Basically, ob2 has to block all of ob1 movement types. 566 * Basically, ob2 has to block all of ob1 movement types.
635 * 575 *
636 */ 576 */
637#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 577#define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 ((type) && (ob1->move_type & type) == ob1->move_type) 578 ((type) && (ob1->move_type & type) == ob1->move_type)
639 579
640
641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 580#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644
645/* Note: These values are only a default value, resizing can change them */
646#define INV_SIZE 12 /* How many items can be viewed in inventory */
647#define LOOK_SIZE 6 /* ditto, but for the look-window */
648#define MAX_INV_SIZE 40 /* For initializing arrays */
649#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650
651#define EDITABLE(xyz) ((xyz)->arch->editable)
652
653#define E_MONSTER 0x00000001
654#define E_EXIT 0x00000002
655#define E_TREASURE 0x00000004
656#define E_BACKGROUND 0x00000008
657#define E_DOOR 0x00000010
658#define E_SPECIAL 0x00000020
659#define E_SHOP 0x00000040
660#define E_NORMAL 0x00000080
661#define E_FALSE_WALL 0x00000100
662#define E_WALL 0x00000200
663#define E_EQUIPMENT 0x00000400
664#define E_OTHER 0x00000800
665#define E_ARTIFACT 0x00001000
666 581
667#define EXIT_PATH(xyz) (xyz)->slaying 582#define EXIT_PATH(xyz) (xyz)->slaying
668#define EXIT_LEVEL(xyz) (xyz)->stats.food 583#define EXIT_LEVEL(xyz) (xyz)->stats.food
669#define EXIT_X(xyz) (xyz)->stats.hp 584#define EXIT_X(xyz) (xyz)->stats.hp
670#define EXIT_Y(xyz) (xyz)->stats.sp 585#define EXIT_Y(xyz) (xyz)->stats.sp
671#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 586#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
672#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 587#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
673 588
674/* for use by the lighting code */ 589/* for use by the lighting code */
675#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 590#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
676 * large values allow objects that can 591 * large values allow objects that can
677 * slow down the game */ 592 * slow down the game */
678#define MAX_DARKNESS 5 /* maximum map darkness, there is no 593#define MAX_DARKNESS 5 /* maximum map darkness, there is no
679 * practical reason to exceed this */ 594 * practical reason to exceed this */
595#define LOS_MAX 4 /* max. los value for non-blocked spaces */
596#define LOS_BLOCKED 100 /* fully blocked spaces */
680#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 597#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
681 MAX_LIGHT_RADII:(xyz)->glow_radius; 598 MAX_LIGHT_RADII:(xyz)->glow_radius;
599// player position in blocked_los code
600#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
601#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
602
682 603
683#define F_BUY 0 604#define F_BUY 0
684#define F_SELL 1 605#define F_SELL 1
685#define F_TRUE 2 /* True value of item, unadjusted */ 606#define F_TRUE 2 /* True value of item, unadjusted */
686#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 607#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
690#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 611#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
691 612
692#define DIRX(xyz) freearr_x[(xyz)->direction] 613#define DIRX(xyz) freearr_x[(xyz)->direction]
693#define DIRY(xyz) freearr_y[(xyz)->direction] 614#define DIRY(xyz) freearr_y[(xyz)->direction]
694 615
695#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697
698#define ARMOUR_SPEED(xyz) (xyz)->last_sp 616#define ARMOUR_SPEED(xyz) (xyz)->last_sp
699#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 617#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700#define WEAPON_SPEED(xyz) (xyz)->last_sp 618#define WEAPON_SPEED(xyz) (xyz)->last_sp
701 619
702/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 620/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
703 each of them signed char, concatenated in a int16 */ 621 each of them signed char, concatenated in a int16 */
704#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 622#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 623#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 624#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
625
707#define FIRE_DIRECTIONAL 0 626#define FIRE_DIRECTIONAL 0
708#define FIRE_POSITIONAL 1 627#define FIRE_POSITIONAL 1
709 628
710/******************************************************************************/ 629/******************************************************************************/
711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 630/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
724/* CIRCLE1 = 32 */ 643/* CIRCLE1 = 32 */
725/* + DISTATT = 1 */ 644/* + DISTATT = 1 */
726/* ------------------- */ 645/* ------------------- */
727/* attack_movement = 33 */ 646/* attack_movement = 33 */
728/******************************************************************************/ 647/******************************************************************************/
729#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 648#define DISTATT 1 /* move toward a player if far, but mantain some space, */
730 /* attack from a distance - good for missile users only */ 649 /* attack from a distance - good for missile users only */
731#define RUNATT 2 /* run but attack if player catches up to object */ 650#define RUNATT 2 /* run but attack if player catches up to object */
732#define HITRUN 3 /* run to then hit player then run away cyclicly */ 651#define HITRUN 3 /* run to then hit player then run away cyclicly */
733#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 652#define WAITATT 4 /* wait for player to approach then hit, move if hit */
734#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 653#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
735#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 654#define ALLRUN 6 /* always run never attack good for sim. of weak player */
736#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 655#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
737#define WAIT2 8 /* monster does not try to move towards player if far */ 656#define WAIT2 8 /* monster does not try to move towards player if far */
738 /* maintains comfortable distance */ 657 /* maintains comfortable distance */
658
739#define PETMOVE 16 /* if the upper four bits of attack_movement */ 659#define PETMOVE 16 /* if the upper four bits of attack_movement */
740 /* are set to this number, the monster follows a player */ 660 /* are set to this number, the monster follows a player */
741 /* until the owner calls it back or off */ 661 /* until the owner calls it back or off */
742 /* player followed denoted by 0b->owner */ 662 /* player followed denoted by 0b->owner */
743 /* the monster will try to attack whatever the player is */ 663 /* the monster will try to attack whatever the player is */
744 /* attacking, and will continue to do so until the owner */ 664 /* attacking, and will continue to do so until the owner */
745 /* calls off the monster - a key command will be */ 665 /* calls off the monster - a key command will be */
746 /* inserted to do so */ 666 /* inserted to do so */
747#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 667#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
748 /* are set to this number, the monster will move in a */ 668 /* are set to this number, the monster will move in a */
749 /* circle until it is attacked, or the enemy field is */ 669 /* circle until it is attacked, or the enemy field is */
750 /* set, this is good for non-aggressive monsters and NPC */ 670 /* set, this is good for non-aggressive monsters and NPC */
751#define CIRCLE2 48 /* same as above but a larger circle is used */ 671#define CIRCLE2 48 /* same as above but a larger circle is used */
752#define PACEH 64 /* The Monster will pace back and forth until attacked */ 672#define PACEH 64 /* The Monster will pace back and forth until attacked */
753 /* this is HORIZONTAL movement */ 673 /* this is HORIZONTAL movement */
754#define PACEH2 80 /* the monster will pace as above but the length of the */ 674#define PACEH2 80 /* the monster will pace as above but the length of the */
755 /* pace area is longer and the monster stops before */ 675 /* pace area is longer and the monster stops before */
756 /* changing directions */ 676 /* changing directions */
757 /* this is HORIZONTAL movement */ 677 /* this is HORIZONTAL movement */
758#define RANDO 96 /* the monster will go in a random direction until */ 678#define RANDO 96 /* the monster will go in a random direction until */
759 /* it is stopped by an obstacle, then it chooses another */ 679 /* it is stopped by an obstacle, then it chooses another */
760 /* direction. */ 680 /* direction. */
761#define RANDO2 112 /* constantly move in a different random direction */ 681#define RANDO2 112 /* constantly move in a different random direction */
762#define PACEV 128 /* The Monster will pace back and forth until attacked */ 682#define PACEV 128 /* The Monster will pace back and forth until attacked */
763 /* this is VERTICAL movement */ 683 /* this is VERTICAL movement */
764#define PACEV2 144 /* the monster will pace as above but the length of the */ 684#define PACEV2 144 /* the monster will pace as above but the length of the */
765 /* pace area is longer and the monster stops before */ 685 /* pace area is longer and the monster stops before */
766 /* changing directions */ 686 /* changing directions */
767 /* this is VERTICAL movement */ 687 /* this is VERTICAL movement */
768#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 688#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
769#define HI4 240 689#define HI4 240
770 690
771#define BLANK_FACE_NAME "blank.x11" 691#define BLANK_FACE_NAME "blank.x11"
772#define EMPTY_FACE_NAME "empty.x11" 692#define EMPTY_FACE_NAME "empty.x11"
773#define DARK_FACE1_NAME "dark1.x11"
774#define DARK_FACE2_NAME "dark2.x11"
775#define DARK_FACE3_NAME "dark3.x11"
776#define SMOOTH_FACE_NAME "default_smoothed.111"
777 693
778/* 694/*
779 * Defines for the luck/random functions to make things more readable 695 * Defines for the luck/random functions to make things more readable
780 */ 696 */
781 697
782#define PREFER_HIGH 1 698#define PREFER_HIGH 1
783#define PREFER_LOW 0 699#define PREFER_LOW 0
784
785/* Simple function we use below to keep adding to the same string
786 * but also make sure we don't overwrite that string.
787 */
788static inline void
789safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
790{
791 if (*curlen == (maxlen - 1))
792 return;
793
794 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
795 dest[maxlen - 1] = 0;
796 *curlen += strlen (orig);
797
798 if (*curlen > (maxlen - 1))
799 *curlen = maxlen - 1;
800}
801
802
803/* The SAFE versions of these call the safe_strcat function above.
804 * Ideally, all functions should use the SAFE functions, but they
805 * require some extra support in the calling function to remain as
806 * efficient.
807 */
808#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
809 if(variable) { \
810 int i,j=0; \
811 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
812 for(i=0; i<NROFATTACKS; i++) \
813 if(variable & (1<<i)) { \
814 if (j) \
815 safe_strcat(retbuf,", ", len, maxlen); \
816 else \
817 j = 1; \
818 safe_strcat(retbuf, attacks[i], len, maxlen); \
819 } \
820 safe_strcat(retbuf,")",len,maxlen); \
821 }
822
823
824/* separated this from the common/item.c file. b.t. Dec 1995 */
825
826#define DESCRIBE_ABILITY(retbuf, variable, name) \
827 if(variable) { \
828 int i,j=0; \
829 strcat(retbuf,"(" name ": "); \
830 for(i=0; i<NROFATTACKS; i++) \
831 if(variable & (1<<i)) { \
832 if (j) \
833 strcat(retbuf,", "); \
834 else \
835 j = 1; \
836 strcat(retbuf, attacks[i]); \
837 } \
838 strcat(retbuf,")"); \
839 }
840
841
842#define DESCRIBE_PATH(retbuf, variable, name) \
843 if(variable) { \
844 int i,j=0; \
845 strcat(retbuf,"(" name ": "); \
846 for(i=0; i<NRSPELLPATHS; i++) \
847 if(variable & (1<<i)) { \
848 if (j) \
849 strcat(retbuf,", "); \
850 else \
851 j = 1; \
852 strcat(retbuf, spellpathnames[i]); \
853 } \
854 strcat(retbuf,")"); \
855 }
856
857
858#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
859 if(variable) { \
860 int i,j=0; \
861 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862 for(i=0; i<NRSPELLPATHS; i++) \
863 if(variable & (1<<i)) { \
864 if (j) \
865 safe_strcat(retbuf,", ", len, maxlen); \
866 else \
867 j = 1; \
868 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
869 } \
870 safe_strcat(retbuf,")", len, maxlen); \
871 }
872 700
873/* Flags for apply_special() */ 701/* Flags for apply_special() */
874enum apply_flag 702enum apply_flag
875{ 703{
876 /* Basic flags, always use one of these */ 704 /* Basic flags/mode, always use one of these */
877 AP_NULL = 0, 705 AP_TOGGLE = 0,
878 AP_APPLY = 1, 706 AP_APPLY = 1,
879 AP_UNAPPLY = 2, 707 AP_UNAPPLY = 2,
880 708
881 AP_BASIC_FLAGS = 15, 709 AP_BASIC_FLAGS = 0x0f,
882 710
883 /* Optional flags, for bitwise or with a basic flag */ 711 /* Optional flags, for bitwise or with a basic flag */
884 AP_NO_MERGE = 16, 712 AP_NO_MERGE = 0x10,
885 AP_IGNORE_CURSE = 32, 713 AP_IGNORE_CURSE = 0x20,
886 AP_PRINT = 64 /* Print what to do, don't actually do it */ 714 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
887 /* Note this is supported in all the functions */ 715 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
888}; 716};
889 717
890/* Bitmask values for 'can_apply_object()' return values. 718/* Bitmask values for 'can_apply_object()' return values.
891 * the CAN_APPLY_ prefix is to just note what function the 719 * the CAN_APPLY_ prefix is to just note what function the
892 * are returned from. 720 * are returned from.
918#define CAN_APPLY_NOT_MASK 0xf 746#define CAN_APPLY_NOT_MASK 0xf
919#define CAN_APPLY_UNAPPLY 0x10 747#define CAN_APPLY_UNAPPLY 0x10
920#define CAN_APPLY_UNAPPLY_MULT 0x20 748#define CAN_APPLY_UNAPPLY_MULT 0x20
921#define CAN_APPLY_UNAPPLY_CHOICE 0x40 749#define CAN_APPLY_UNAPPLY_CHOICE 0x40
922 750
923/* Cut off point of when an object is put on the active list or not */ 751// Cut off point of when an object is put on the active list or not
752// we use 2**-n because that can be represented exactly
753// also make sure that this is a float, not double, constant
924#define MIN_ACTIVE_SPEED 1e-5 754#define MIN_ACTIVE_SPEED (1.f / 65536.f)
925 755
926/* 756/* have mercy on players and guarantee a somewhat higher speed */
927 * random() is much better than rand(). If you have random(), use it instead. 757#define MIN_PLAYER_SPEED 0.04f
928 * You shouldn't need to change any of this
929 *
930 * 0.93.3: It looks like linux has random (previously, it was set below
931 * to use rand). Perhaps old version of linux lack rand? IF you run into
932 * problems, add || defined(__linux__) the #if immediately below.
933 *
934 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
935 * here.
936 */
937
938#define RANDOM() (rndm.next () & 0x7fffffffU)
939#define SRANDOM(xyz) //TODO, get rid of
940
941/* Returns the weight of the given object. Note: it does not take the number of
942 * items (nrof) into account.
943 */
944#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
945
946
947/* Code fastening defines
948 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
949 * buf__ and increment buf__ position so it will point to the end of buf__.
950 * the '\0' caracter will not be put at end of buf__.
951 * use preparefastcat and finishfastcat on buf__ to prepare
952 * and clean up the string. (Lots faster than doing each time...)
953 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
954 * keep in mind FAST_STRNCAT is faster since length of second argument is
955 * kown in advance.
956 */
957
958#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
959#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
960#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
961#define FINISH_FASTCAT(buf__) buf__[0]='\0';
962 758
963/* 759/*
964 * Warning! 760 * Warning!
965 * If you add message types here, don't forget 761 * If you add message types here, don't forget
966 * to keep the client up to date too! 762 * to keep the client up to date too!
1051 847
1052/* admin messages */ 848/* admin messages */
1053#define MSG_TYPE_ADMIN_RULES 1 849#define MSG_TYPE_ADMIN_RULES 1
1054#define MSG_TYPE_ADMIN_NEWS 2 850#define MSG_TYPE_ADMIN_NEWS 2
1055 851
852/**
853 * Maximum distance a player may hear a sound from.
854 * This is only used for client/server sound and say. If the sound source
855 * on the map is farther away than this, we don't sent it to the client.
856 */
857#define MAX_SOUND_DISTANCE 16
858
859#define LOG_CHANNEL "log" // the plain and ugly standard server log
860#define INFO_CHANNEL "info" // lower_left box
861#define SAY_CHANNEL "say"
862#define CHAT_CHANNEL "chat"
863#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
864
865/* The following are the color flags passed to new_draw_info.
866 *
867 * We also set up some control flags
868 *
869 * NDI = New Draw Info
870 */
871
872/* Color specifications - note these match the order in xutil.c */
873/* Note 2: Black, the default color, is 0. Thus, it does not need to
874 * be implicitly specified.
875 */
876#define NDI_BLACK 0
877#define NDI_WHITE 1
878#define NDI_NAVY 2
879#define NDI_RED 3
880#define NDI_ORANGE 4
881#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
882#define NDI_DK_ORANGE 6 /* DarkOrange2 */
883#define NDI_GREEN 7 /* SeaGreen */
884#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
885 /* Than seagreen - also background color */
886#define NDI_GREY 9
887#define NDI_BROWN 10 /* Sienna */
888#define NDI_GOLD 11
889#define NDI_TAN 12 /* Khaki */
890
891#define NDI_MAX_COLOR 12 /* Last value in */
892#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
893 /* using an int anyways, so we have the space */
894 /* to still do all the flags */
895
896#define NDI_REPLY 0x20 // is a direct reply to a user command
897#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
898#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
899#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
900
901#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
902#define NDI_ALL 0x2000 /* Inform all players of this message */
903#define NDI_DEF 0x4000 // ignore colour for channel protocol
904#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
905
1056#endif /* DEFINE_H */ 906#endif /* DEFINE_H */
1057 907

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