ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.22 by elmex, Wed Dec 20 10:30:59 2006 UTC vs.
Revision 1.112 by root, Sun Jan 3 02:47:14 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52
53/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x))
55 41
56#ifdef __NetBSD__ 42#ifdef __NetBSD__
57# include <sys/param.h> 43# include <sys/param.h>
58#endif 44#endif
59#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65 45
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70 47
71/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
72#ifndef MAX3 49#define NAME_LEN 127
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 50
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
83 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
84#define MAX_BUF 1024 58#define MAX_AC 120
85 /* Used for all kinds of things */ 59#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 60#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 61#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 62#define MAX_DIGESTION 70
89 63
90#define FONTSIZE 3000 /* Max chars in font */ 64#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 65
94#define MAX_NAME 48 66#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 67
97/* 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
98#define OUT_OF_MEMORY 0 71#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 72#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 73#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 74#define TOO_MANY_ERRORS 3
102 75
103/* TYPE DEFINES */ 76/* TYPE DEFINES */
104 77
105/* 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,
110 * flags 83 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 84 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 85 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 86 */
114 87
115/* type 0 will be undefined and shows a non valid type information */ 88/* USED TYPES: (for dead types please look at the bottom of the type
89 * definitions)
90 */
91
92/* type 0 objects have the default behaviour */
116 93
117#define PLAYER 1 94#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 95#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 96#define ROD 3
120#define TREASURE 4 97#define TREASURE 4
121#define POTION 5 98#define POTION 5
122#define FOOD 6 99#define FOOD 6
123#define POISON 7 100#define POISON 7
124#define BOOK 8 101#define BOOK 8
125#define CLOCK 9 102#define CLOCK 9
126 103//10
127/*#define FBULLET 10 */ 104//11
128/*#define FBALL 11 */ 105//12
129
130#define LIGHTNING 12
131#define ARROW 13 106#define ARROW 13
132#define BOW 14 107#define BOW 14
133#define WEAPON 15 108#define WEAPON 15
134#define ARMOUR 16 109#define ARMOUR 16
135#define PEDESTAL 17 110#define PEDESTAL 17
136#define ALTAR 18 111#define ALTAR 18
137 112#define T_MATCH 19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 113#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 114#define SPECIAL_KEY 21
142#define MAP 22 115#define MAP 22
143#define DOOR 23 116#define DOOR 23
144#define KEY 24 117#define KEY 24
145 118//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 119#define TIMED_GATE 26
149#define TRIGGER 27 120#define TRIGGER 27
150#define GRIMREAPER 28 121#define GRIMREAPER 28
151#define MAGIC_EAR 29 122#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 123#define TRIGGER_BUTTON 30
161#define AMULET 39 132#define AMULET 39
162#define PLAYERMOVER 40 133#define PLAYERMOVER 40
163#define TELEPORTER 41 134#define TELEPORTER 41
164#define CREATOR 42 135#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 136#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 137//44
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 138#define EARTHWALL 45
173#define GOLEM 46 139#define GOLEM 46
174 140//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 141#define THROWN_OBJ 48
177#define BLINDNESS 49 142#define BLINDNESS 49
178#define GOD 50 143#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 144#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 145 * which notices the presense of
195 160
196#define PEACEMAKER 59 /* Object owned by a player which can convert 161#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 162 * a monster into a peaceful being incapable of attack.
198 */ 163 */
199#define GEM 60 164#define GEM 60
200 165//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 166#define FIREWALL 62
204#define ANVIL 63 167#define ANVIL 63
205#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 */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 169#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 170 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 171 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 172 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 173 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 174 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 175 * 4 = charm, monsters become pets
176 * 5 = destroy monsters
177 * 6 = destroy pets / friendlies
178 */
213#define EXIT 66 179#define EXIT 66
214#define ENCOUNTER 67 180#define ENCOUNTER 67
215#define SHOP_FLOOR 68 181#define SHOP_FLOOR 68
216#define SHOP_MAT 69 182#define SHOP_MAT 69
217#define RING 70 183#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 184#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 185#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 186#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 187#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 188#define LIGHTER 75
223 189//76
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 190#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed. 191//78
226 */
227
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229
230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232#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
233 in the engine. Like statues, clocks, chairs,... 193 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 194 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 195 on chairs, we create a new type and remove all
236 chairs from here. */ 196 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 197//80
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 198#define TORCH 81 /* a torch */
239#define LAMP 82 /* a lamp */ 199#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 200#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 201//84
242#define SPELLBOOK 85 202#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 203//86
244#define CLOAK 87 204#define CLOAK 87
245 205//88
246/*#define CONE 88 */ 206//89
247/*#define AURA 89 */ /* aura spell object */
248
249#define SPINNER 90 207#define SPINNER 90
250#define GATE 91 208#define GATE 91
251#define BUTTON 92 209#define BUTTON 92
252#define CF_HANDLE 93 210#define T_HANDLE 93
253#define HOLE 94 211#define HOLE 94
254#define TRAPDOOR 95 212#define TRAPDOOR 95
255 213//96
256/*#define WORD_OF_RECALL 96 */ 214//97
257/*#define PARAIMAGE 97 */
258
259#define SIGN 98 215#define SIGN 98
260#define BOOTS 99 216#define BOOTS 99
261#define GLOVES 100 217#define GLOVES 100
262#define SPELL 101 218#define SPELL 101
263#define SPELL_EFFECT 102 219#define SPELL_EFFECT 102
264#define CONVERTER 103 220#define CONVERTER 103
265#define BRACERS 104 221#define BRACERS 104
266#define POISONING 105 222#define POISONING 105
267#define SAVEBED 106 223#define SAVEBED 106
268#define POISONCLOUD 107 224//107
269#define FIREHOLES 108 225//108
270#define WAND 109 226#define WAND 109
271 227#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
272/*#define ABILITY 110*/
273#define SCROLL 111 228#define SCROLL 111
274#define DIRECTOR 112 229#define DIRECTOR 112
275#define GIRDLE 113 230#define GIRDLE 113
276#define FORCE 114 231#define FORCE 114
277#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 */
278#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 */
279 234//117
235//118
236//119
237//120
280#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. */
281#define CONTAINER 122 239#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 240#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 241#define WEAPON_IMPROVER 124
284 242//125
285/* unused: 125 - 129 243//126
286 * type 125 was MONEY_CHANGER 244//127
287 */ 245//128
288 246//129
289#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
290#define DEEP_SWAMP 138 255#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 256#define IDENTIFY_ALTAR 139
292 257//140
293/*#define CANCELLATION 141 */ /* not used with new spell code */ 258//141
294 259//142
260//143
261//144
262//145
263//146
264//147
265//148
266//149
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 267#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296 268//151
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 269//152
298/*#define SWARM_SPELL 153*/ 270//153
299
300#define RUNE 154 271#define RUNE 154
301#define TRAP 155 272#define TRAP 155
302
303#define POWER_CRYSTAL 156 273#define POWER_CRYSTAL 156
304#define CORPSE 157 274#define CORPSE 157
305
306#define DISEASE 158 275#define DISEASE 158
307#define SYMPTOM 159 276#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 277#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 278#define MATERIAL 161 /* Material for building */
310 279//162
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 280#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313#define QUEST 164 /* See below for subtypes */ 281#define MAPSCRIPT 164 /* A perl-scripted connectable */
314#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,
315 potions, alchemy, or magic works here (elmex) */ 283 potions, alchemy, or magic works here (elmex) */
316 284
285#define NUM_TYPES 166 // must be max(type) + 1
286
317/* END TYPE DEFINE */ 287/* END TYPE DEFINE */
318 288
319#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
320 292
321/* Subtypes for BUILDER */ 293/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 294#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 295#define ST_BD_REMOVE 2 /* Removes an item */
324 296
325/* Subtypes for MATERIAL */ 297/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 298#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 299#define ST_MAT_WALL 2 /* Wall */
328#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 300#define ST_MAT_ITEM 3 /* All other items, including doors & such */
359#define PU_NOTHING 0x00000000 331#define PU_NOTHING 0x00000000
360 332
361#define PU_DEBUG 0x10000000 333#define PU_DEBUG 0x10000000
362#define PU_INHIBIT 0x20000000 334#define PU_INHIBIT 0x20000000
363#define PU_STOP 0x40000000 335#define PU_STOP 0x40000000
364#define PU_NEWMODE 0x80000000 336#define PU_ENABLE 0x80000000 // used to distinguish value density
365 337
366#define PU_RATIO 0x0000000F 338#define PU_RATIO 0x0000000F
367 339
368#define PU_FOOD 0x00000010 340#define PU_FOOD 0x00000010
369#define PU_DRINK 0x00000020 341#define PU_DRINK 0x00000020
399 * freearr, add these values. <= SIZEOFFREE1 will get you 371 * freearr, add these values. <= SIZEOFFREE1 will get you
400 * within 1 space. <= SIZEOFFREE2 wll get you withing 372 * within 1 space. <= SIZEOFFREE2 wll get you withing
401 * 2 spaces, and the entire array (< SIZEOFFREE) is 373 * 2 spaces, and the entire array (< SIZEOFFREE) is
402 * three spaces 374 * three spaces
403 */ 375 */
376#define SIZEOFFREE0 0
404#define SIZEOFFREE1 8 377#define SIZEOFFREE1 8
405#define SIZEOFFREE2 24 378#define SIZEOFFREE2 24
379#define SIZEOFFREE3 48
406#define SIZEOFFREE 49 380#define SIZEOFFREE 49
407 381
408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 382#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
409 383
410/* 384/*
411 * 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
412 * common/loader.l is updated. 386 * common/loader.C is updated.
413 */ 387 */
414 388
415/* Basic routines to do above */ 389/* Basic routines to do above */
416#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 390#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
417#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 391#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 392#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
419 393
420/* the flags */ 394/* the flags */
421 395
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 396#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 397#define FLAG_WIZ 1 /* Object has special privilegies */
424#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 */
425#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 */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 400#define FLAG_WIZLOOK 4 /* disable los and lighting */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 401#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 402#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 403#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */ 404
431
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 405#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 406
434 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 407/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435 408/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 409
437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 410#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438 411
439 /*#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 */
440 413/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441 /*#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? */
415
442#define FLAG_MONSTER 14 /* Will attack players */ 416#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 417#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 418#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 419#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 420#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */ 421#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
450#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. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 423#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 424#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 425#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 426#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455 427
456 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 428/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457 429/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
458 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
459
460 /*#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 */
461#define FLAG_IS_USED_UP 28 431
462 /* When (--food<0) the object will exit */ 432#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
463#define FLAG_IDENTIFIED 29 433#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
464 /* Player knows full info about item */ 434#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
465#define FLAG_REFLECTING 30 435#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
466 /* Object reflects from walls (lightning) */
467#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
468
469/* Start of values in flags[1] */
470#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 436#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
471#define FLAG_HITBACK 33 /* Object will hit back when hit */ 437#define FLAG_HITBACK 33 /* Object will hit back when hit */
472#define FLAG_STARTEQUIP 34 438#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
473 /* Object was given to player at start */ 439#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
474#define FLAG_BLOCKSVIEW 35
475 /* Object blocks view */
476#define FLAG_UNDEAD 36 /* Monster is undead */ 440#define FLAG_UNDEAD 36 /* Monster is undead */
477#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 441#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
478#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 442#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
479#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 443#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
480 444#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
481#define FLAG_REFL_SPELL 40 445
482 /* Spells (some) will reflect from object */
483#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 */
484#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 */
485#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 448#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
486#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 */
487#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 450#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
488 but can still attack at a distance */ 451 but can still attack at a distance */
489 452
490 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 453/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
491 thru this object as if it wasn't there */ 454 thru this object as if it wasn't there */
492 455/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
493 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 456
494
495#define FLAG_PICK_UP 48 /* Can pick up */ 457#define FLAG_PICK_UP 48 /* Can pick up */
496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 458#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
497#define FLAG_NO_DROP 50 /* Object can't be dropped */ 459#define FLAG_NO_DROP 50 /* Object can't be dropped */
498#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 */
499#define FLAG_CAST_SPELL 52 461
500 /* (Monster) can learn and cast spells */ 462#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
501#define FLAG_USE_SCROLL 53 463#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
502 /* (Monster) can read scroll */
503#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 */
504#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 465#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
505 466#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
506#define FLAG_USE_ARMOUR 56 467#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
507 /* (Monster) can wear armour/shield/helmet */
508#define FLAG_USE_WEAPON 57
509 /* (Monster) can wield weapons */
510#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 */
511#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) */
512#define FLAG_READY_BOW 60 /* not implemented yet */ 470#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
471
513#define FLAG_XRAYS 61 /* X-ray vision */ 472#define FLAG_XRAYS 61 /* X-ray vision */
514#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 */
515#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 */
516 475
517/* Start of values in flags[2] */
518#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 476#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
519#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 477#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
520#define FLAG_SLEEP 66 /* NPC is sleeping */ 478#define FLAG_SLEEP 66 /* NPC is sleeping */
521#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 479#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
522#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 480#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
523#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 481#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
524#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 482#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
525#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 483#define FLAG_STEALTH 71 /* Will wake monsters with less range */
526 484
527#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 485#define FLAG_WIZPASS 72 /* The wizard can go through walls */
528#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 486#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
529#define FLAG_CURSED 74 /* The object is cursed */ 487#define FLAG_CURSED 74 /* The object is cursed */
530#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 488#define FLAG_DAMNED 75 /* The object is _very_ cursed */
531#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 489#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
532#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 490#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
533#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 491#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
534#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 492#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
535 493
536#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 494#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
537#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 */
538#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 496#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
539 497
540/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 498#define FLAG_PRECIOUS 83 // object is precious (pets)
541#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 499#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
542#define FLAG_MAKE_INVIS 85 500#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
543 /* (Item) gives invisibility when applied */ 501#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
544#define FLAG_INV_LOCKED 86 502
545 /* Item will not be dropped from inventory */
546#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 503#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
547
548#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 504#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
549#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 */
550#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 */
551#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 */
552#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 508#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
553#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 509#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
554#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 510#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
555 511
556 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 512/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
557 513
558/* Start of values in flags[3] */
559#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 514#define FLAG_NO_STEAL 96 /* Item can't be stolen */
560#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
561 * away (replaces ghosthit) 516 * away (replaces ghosthit)
562 */ 517 */
563#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
564 * detect cases were the server is trying
565 * to send an upditem when we have not
566 * actually sent the item.
567 */ 519
568
569#define FLAG_BERSERK 99 /* monster will attack closest living 520#define FLAG_BERSERK 99 /* monster will attack closest living
570 object */ 521 object */
571#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 522#define FLAG_NEUTRAL 100 /* monster is from type neutral */
572#define FLAG_NO_ATTACK 101 /* monster don't attack */ 523#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
573#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 524#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
574#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
575 * load_original_map() */ 526 * load_original_map() */
576#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 527#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
577 * the overlay, and is not subject to
578 * decay. */
579#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 528#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
580#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 529#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
581#define FLAG_IS_WATER 107 530#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
582#define FLAG_CONTENT_ON_GEN 108 531#define FLAG_CONTENT_ON_GEN 108
583#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 532#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
584#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 533#define FLAG_IS_BUILDABLE 110 /* Can build on item */
585#define FLAG_AFK 111 /* Player is AFK */ 534#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
535#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
536
586#define NUM_FLAGS 111 /* Should always be equal to the last 537#define NUM_FLAGS 113 /* Should always be equal to the last
587 * defined flag. If you change this, 538 * defined flag + 1. If you change this,
588 * make sure you update the flag_links 539 * make sure you update the flag_links
589 * in common/loader.l 540 * in common/loader.l
590 */ 541 */
591
592/* Values can go up to 127 before the size of the flags array in the
593 * object structure needs to be enlarged.
594 * So there are 18 available flags slots
595 */
596
597
598#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
599
600#if 0
601
602/* These should no longer be needed - access move_slow_penalty
603 * directly.
604 */
605# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
606# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
607#endif
608 542
609/* If you add new movement types, you may need to update 543/* If you add new movement types, you may need to update
610 * describe_item() so properly describe those types. 544 * describe_item() so properly describe those types.
611 * change_abil() probably should be updated also. 545 * change_abil() probably should be updated also.
612 */ 546 */
613#define MOVE_WALK 0x1 /* Object walks */ 547#define MOVE_WALK 0x01 /* Object walks */
614#define MOVE_FLY_LOW 0x2 /* Low flying object */ 548#define MOVE_FLY_LOW 0x02 /* Low flying object */
615#define MOVE_FLY_HIGH 0x4 /* High flying object */ 549#define MOVE_FLY_HIGH 0x04 /* High flying object */
616#define MOVE_FLYING 0x6 550#define MOVE_FLYING 0x06
617 /* Combo of fly_low and fly_high */ 551 /* Combo of fly_low and fly_high */
618#define MOVE_SWIM 0x8 /* Swimming object */ 552#define MOVE_SWIM 0x08 /* Swimming object */
619#define MOVE_BOAT 0x10 /* Boats/sailing */ 553#define MOVE_BOAT 0x10 /* Boats/sailing */
554#define MOVE_SHIP 0x20 /* boats suitable for oceans */
555
620#define MOVE_ALL 0x1f /* Mask of all movement types */ 556#define MOVE_ALL 0x3f /* Mask of all movement types */
621
622/* the normal assumption is that objects are walking/flying.
623 * So often we don't want to block movement, but still don't want
624 * to allow all types (swimming is rather specialized) - I also
625 * expect as more movement types show up, this is likely to get
626 * updated. Basically, this is the default for spaces that allow
627 * movement - anything but swimming right now. If you really
628 * want nothing at all, then can always set move_block to 0
629 */
630#define MOVE_BLOCK_DEFAULT MOVE_SWIM
631 557
632/* typdef here to define type large enough to hold bitmask of 558/* typdef here to define type large enough to hold bitmask of
633 * all movement types. Make one declaration so easy to update. 559 * all movement types. Make one declaration so easy to update.
634 * uint8 is defined yet, so just use what that would define it
635 * at anyways.
636 */ 560 */
637typedef unsigned char MoveType; 561typedef unsigned char MoveType;
638 562
639/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 563/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
640 * Basically, ob2 has to block all of ob1 movement types. 564 * Basically, ob2 has to block all of ob1 movement types.
647 * Add check - if type is 0, don't stop anything from moving 571 * Add check - if type is 0, don't stop anything from moving
648 * onto it. 572 * onto it.
649 * 573 *
650 */ 574 */
651#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 575#define OB_TYPE_MOVE_BLOCK(ob1, type) \
652 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 576 ((type) && (ob1->move_type & type) == ob1->move_type)
653 577
654
655#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
656#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
657#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 578#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
658
659/* Note: These values are only a default value, resizing can change them */
660#define INV_SIZE 12 /* How many items can be viewed in inventory */
661#define LOOK_SIZE 6 /* ditto, but for the look-window */
662#define MAX_INV_SIZE 40 /* For initializing arrays */
663#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
664
665#define EDITABLE(xyz) ((xyz)->arch->editable)
666
667#define E_MONSTER 0x00000001
668#define E_EXIT 0x00000002
669#define E_TREASURE 0x00000004
670#define E_BACKGROUND 0x00000008
671#define E_DOOR 0x00000010
672#define E_SPECIAL 0x00000020
673#define E_SHOP 0x00000040
674#define E_NORMAL 0x00000080
675#define E_FALSE_WALL 0x00000100
676#define E_WALL 0x00000200
677#define E_EQUIPMENT 0x00000400
678#define E_OTHER 0x00000800
679#define E_ARTIFACT 0x00001000
680 579
681#define EXIT_PATH(xyz) (xyz)->slaying 580#define EXIT_PATH(xyz) (xyz)->slaying
682#define EXIT_LEVEL(xyz) (xyz)->stats.food 581#define EXIT_LEVEL(xyz) (xyz)->stats.food
683#define EXIT_X(xyz) (xyz)->stats.hp 582#define EXIT_X(xyz) (xyz)->stats.hp
684#define EXIT_Y(xyz) (xyz)->stats.sp 583#define EXIT_Y(xyz) (xyz)->stats.sp
685#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 584#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
686#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 585#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
687 586
688/* for use by the lighting code */ 587/* for use by the lighting code */
689#define MAX_LIGHT_RADII 4 588#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
690 /* max radii for 'light' object, really
691 * large values allow objects that can 589 * large values allow objects that can
692 * slow down the game */ 590 * slow down the game */
693#define MAX_DARKNESS 5 /* maximum map darkness, there is no 591#define MAX_DARKNESS 5 /* maximum map darkness, there is no
694 * practical reason to exceed this */ 592 * practical reason to exceed this */
593#define LOS_MAX 4 /* max. los value for non-blocked spaces */
594#define LOS_BLOCKED 100 /* fully blocked spaces */
695#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 595#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
696 MAX_LIGHT_RADII:(xyz)->glow_radius; 596 MAX_LIGHT_RADII:(xyz)->glow_radius;
597// player position in blocked_los code
598#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
599#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
600
697 601
698#define F_BUY 0 602#define F_BUY 0
699#define F_SELL 1 603#define F_SELL 1
700#define F_TRUE 2 /* True value of item, unadjusted */ 604#define F_TRUE 2 /* True value of item, unadjusted */
701#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 605#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
705#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 609#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
706 610
707#define DIRX(xyz) freearr_x[(xyz)->direction] 611#define DIRX(xyz) freearr_x[(xyz)->direction]
708#define DIRY(xyz) freearr_y[(xyz)->direction] 612#define DIRY(xyz) freearr_y[(xyz)->direction]
709 613
710#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
711#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
712
713#define ARMOUR_SPEED(xyz) (xyz)->last_sp 614#define ARMOUR_SPEED(xyz) (xyz)->last_sp
714#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 615#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
715#define WEAPON_SPEED(xyz) (xyz)->last_sp 616#define WEAPON_SPEED(xyz) (xyz)->last_sp
716 617
717/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 618/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
718 each of them signed char, concatenated in a int16 */ 619 each of them signed char, concatenated in a int16 */
719#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 620#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
720#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 621#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
721#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 622#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
623
722#define FIRE_DIRECTIONAL 0 624#define FIRE_DIRECTIONAL 0
723#define FIRE_POSITIONAL 1 625#define FIRE_POSITIONAL 1
724 626
725/******************************************************************************/ 627/******************************************************************************/
726
727/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 628/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
728
729/******************************************************************************/ 629/******************************************************************************/
730
731/* if your monsters start acting wierd, mail me */ 630/* if your monsters start acting wierd, mail me */
732
733/******************************************************************************/ 631/******************************************************************************/
734
735/* the following definitions are for the attack_movement variable in monsters */ 632/* the following definitions are for the attack_movement variable in monsters */
736
737/* if the attack_variable movement is left out of the monster archetype, or is*/ 633/* if the attack_variable movement is left out of the monster archetype, or is*/
738
739/* set to zero */ 634/* set to zero */
740
741/* the standard mode of movement from previous versions of crossfire will be */ 635/* the standard mode of movement from previous versions of crossfire will be */
742
743/* used. the upper four bits of movement data are not in effect when the monst*/ 636/* used. the upper four bits of movement data are not in effect when the monst*/
744
745/* er has an enemy. these should only be used for non agressive monsters. */ 637/* er has an enemy. these should only be used for non agressive monsters. */
746
747/* to program a monsters movement add the attack movement numbers to the movem*/ 638/* to program a monsters movement add the attack movement numbers to the movem*/
748
749/* ment numbers example a monster that moves in a circle until attacked and */ 639/* ment numbers example a monster that moves in a circle until attacked and */
750
751/* then attacks from a distance: */ 640/* then attacks from a distance: */
752
753/* CIRCLE1 = 32 */ 641/* CIRCLE1 = 32 */
754
755/* + DISTATT = 1 */ 642/* + DISTATT = 1 */
756
757/* ------------------- */ 643/* ------------------- */
758
759/* attack_movement = 33 */ 644/* attack_movement = 33 */
760
761/******************************************************************************/ 645/******************************************************************************/
762#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 646#define DISTATT 1 /* move toward a player if far, but mantain some space, */
763 /* attack from a distance - good for missile users only */ 647 /* attack from a distance - good for missile users only */
764#define RUNATT 2 /* run but attack if player catches up to object */ 648#define RUNATT 2 /* run but attack if player catches up to object */
765#define HITRUN 3 /* run to then hit player then run away cyclicly */ 649#define HITRUN 3 /* run to then hit player then run away cyclicly */
766#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 650#define WAITATT 4 /* wait for player to approach then hit, move if hit */
767#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 651#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
768#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 652#define ALLRUN 6 /* always run never attack good for sim. of weak player */
769#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 653#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
770#define WAIT2 8 /* monster does not try to move towards player if far */ 654#define WAIT2 8 /* monster does not try to move towards player if far */
771 /* maintains comfortable distance */ 655 /* maintains comfortable distance */
656
772#define PETMOVE 16 /* if the upper four bits of attack_movement */ 657#define PETMOVE 16 /* if the upper four bits of attack_movement */
773 /* are set to this number, the monster follows a player */ 658 /* are set to this number, the monster follows a player */
774 /* until the owner calls it back or off */ 659 /* until the owner calls it back or off */
775 /* player followed denoted by 0b->owner */ 660 /* player followed denoted by 0b->owner */
776 /* the monster will try to attack whatever the player is */ 661 /* the monster will try to attack whatever the player is */
777 /* attacking, and will continue to do so until the owner */ 662 /* attacking, and will continue to do so until the owner */
778 /* calls off the monster - a key command will be */ 663 /* calls off the monster - a key command will be */
779 /* inserted to do so */ 664 /* inserted to do so */
780#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 665#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
781 /* are set to this number, the monster will move in a */ 666 /* are set to this number, the monster will move in a */
782 /* circle until it is attacked, or the enemy field is */ 667 /* circle until it is attacked, or the enemy field is */
783 /* set, this is good for non-aggressive monsters and NPC */ 668 /* set, this is good for non-aggressive monsters and NPC */
784#define CIRCLE2 48 /* same as above but a larger circle is used */ 669#define CIRCLE2 48 /* same as above but a larger circle is used */
785#define PACEH 64 /* The Monster will pace back and forth until attacked */ 670#define PACEH 64 /* The Monster will pace back and forth until attacked */
786 /* this is HORIZONTAL movement */ 671 /* this is HORIZONTAL movement */
787#define PACEH2 80 /* the monster will pace as above but the length of the */ 672#define PACEH2 80 /* the monster will pace as above but the length of the */
788 /* pace area is longer and the monster stops before */ 673 /* pace area is longer and the monster stops before */
789 /* changing directions */ 674 /* changing directions */
790 /* this is HORIZONTAL movement */ 675 /* this is HORIZONTAL movement */
791#define RANDO 96 /* the monster will go in a random direction until */ 676#define RANDO 96 /* the monster will go in a random direction until */
792 /* it is stopped by an obstacle, then it chooses another */ 677 /* it is stopped by an obstacle, then it chooses another */
793 /* direction. */ 678 /* direction. */
794#define RANDO2 112 /* constantly move in a different random direction */ 679#define RANDO2 112 /* constantly move in a different random direction */
795#define PACEV 128 /* The Monster will pace back and forth until attacked */ 680#define PACEV 128 /* The Monster will pace back and forth until attacked */
796 /* this is VERTICAL movement */ 681 /* this is VERTICAL movement */
797#define PACEV2 144 /* the monster will pace as above but the length of the */ 682#define PACEV2 144 /* the monster will pace as above but the length of the */
798 /* pace area is longer and the monster stops before */ 683 /* pace area is longer and the monster stops before */
799 /* changing directions */ 684 /* changing directions */
800 /* this is VERTICAL movement */ 685 /* this is VERTICAL movement */
801#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 686#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
802#define HI4 240 687#define HI4 240
803 688
804/*
805 * Use of the state-variable in player objects:
806 */
807
808#define ST_PLAYING 0
809#define ST_PLAY_AGAIN 1
810#define ST_ROLL_STAT 2
811#define ST_CHANGE_CLASS 3
812#define ST_CONFIRM_QUIT 4
813#define ST_CONFIGURE 5
814#define ST_GET_NAME 6
815#define ST_GET_PASSWORD 7
816#define ST_CONFIRM_PASSWORD 8
817#define ST_GET_PARTY_PASSWORD 10
818
819#define BLANK_FACE_NAME "blank.111" 689#define BLANK_FACE_NAME "blank.x11"
820#define EMPTY_FACE_NAME "empty.111" 690#define EMPTY_FACE_NAME "empty.x11"
821#define DARK_FACE1_NAME "dark1.111"
822#define DARK_FACE2_NAME "dark2.111"
823#define DARK_FACE3_NAME "dark3.111"
824#define SMOOTH_FACE_NAME "default_smoothed.111"
825 691
826/* 692/*
827 * Defines for the luck/random functions to make things more readable 693 * Defines for the luck/random functions to make things more readable
828 */ 694 */
829 695
830#define PREFER_HIGH 1 696#define PREFER_HIGH 1
831#define PREFER_LOW 0 697#define PREFER_LOW 0
832
833/* Simple function we use below to keep adding to the same string
834 * but also make sure we don't overwrite that string.
835 */
836static inline void
837safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
838{
839 if (*curlen == (maxlen - 1))
840 return;
841
842 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
843 dest[maxlen - 1] = 0;
844 *curlen += strlen (orig);
845
846 if (*curlen > (maxlen - 1))
847 *curlen = maxlen - 1;
848}
849
850
851/* The SAFE versions of these call the safe_strcat function above.
852 * Ideally, all functions should use the SAFE functions, but they
853 * require some extra support in the calling function to remain as
854 * efficient.
855 */
856#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
857 if(variable) { \
858 int i,j=0; \
859 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
860 for(i=0; i<NROFATTACKS; i++) \
861 if(variable & (1<<i)) { \
862 if (j) \
863 safe_strcat(retbuf,", ", len, maxlen); \
864 else \
865 j = 1; \
866 safe_strcat(retbuf, attacks[i], len, maxlen); \
867 } \
868 safe_strcat(retbuf,")",len,maxlen); \
869 }
870
871
872/* separated this from the common/item.c file. b.t. Dec 1995 */
873
874#define DESCRIBE_ABILITY(retbuf, variable, name) \
875 if(variable) { \
876 int i,j=0; \
877 strcat(retbuf,"(" name ": "); \
878 for(i=0; i<NROFATTACKS; i++) \
879 if(variable & (1<<i)) { \
880 if (j) \
881 strcat(retbuf,", "); \
882 else \
883 j = 1; \
884 strcat(retbuf, attacks[i]); \
885 } \
886 strcat(retbuf,")"); \
887 }
888
889
890#define DESCRIBE_PATH(retbuf, variable, name) \
891 if(variable) { \
892 int i,j=0; \
893 strcat(retbuf,"(" name ": "); \
894 for(i=0; i<NRSPELLPATHS; i++) \
895 if(variable & (1<<i)) { \
896 if (j) \
897 strcat(retbuf,", "); \
898 else \
899 j = 1; \
900 strcat(retbuf, spellpathnames[i]); \
901 } \
902 strcat(retbuf,")"); \
903 }
904
905
906#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
907 if(variable) { \
908 int i,j=0; \
909 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
910 for(i=0; i<NRSPELLPATHS; i++) \
911 if(variable & (1<<i)) { \
912 if (j) \
913 safe_strcat(retbuf,", ", len, maxlen); \
914 else \
915 j = 1; \
916 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
917 } \
918 safe_strcat(retbuf,")", len, maxlen); \
919 }
920 698
921/* Flags for apply_special() */ 699/* Flags for apply_special() */
922enum apply_flag 700enum apply_flag
923{ 701{
924 /* Basic flags, always use one of these */ 702 /* Basic flags/mode, always use one of these */
925 AP_NULL = 0, 703 AP_TOGGLE = 0,
926 AP_APPLY = 1, 704 AP_APPLY = 1,
927 AP_UNAPPLY = 2, 705 AP_UNAPPLY = 2,
928 706
929 AP_BASIC_FLAGS = 15, 707 AP_BASIC_FLAGS = 0x0f,
930 708
931 /* Optional flags, for bitwise or with a basic flag */ 709 /* Optional flags, for bitwise or with a basic flag */
932 AP_NO_MERGE = 16, 710 AP_NO_MERGE = 0x10,
933 AP_IGNORE_CURSE = 32, 711 AP_IGNORE_CURSE = 0x20,
934 AP_PRINT = 64 /* Print what to do, don't actually do it */ 712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
935 /* Note this is supported in all the functions */ 713 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
936}; 714};
937 715
938/* Bitmask values for 'can_apply_object()' return values. 716/* Bitmask values for 'can_apply_object()' return values.
939 * the CAN_APPLY_ prefix is to just note what function the 717 * the CAN_APPLY_ prefix is to just note what function the
940 * are returned from. 718 * are returned from.
966#define CAN_APPLY_NOT_MASK 0xf 744#define CAN_APPLY_NOT_MASK 0xf
967#define CAN_APPLY_UNAPPLY 0x10 745#define CAN_APPLY_UNAPPLY 0x10
968#define CAN_APPLY_UNAPPLY_MULT 0x20 746#define CAN_APPLY_UNAPPLY_MULT 0x20
969#define CAN_APPLY_UNAPPLY_CHOICE 0x40 747#define CAN_APPLY_UNAPPLY_CHOICE 0x40
970 748
971/* Cut off point of when an object is put on the active list or not */ 749// Cut off point of when an object is put on the active list or not
750// we use 2**-n because that can be represented exactly
751// also make sure that this is a float, not double, constant
752#define MIN_ACTIVE_SPEED (1.f / 65536.f)
753
754/* have mercy on players and guarantee a somewhat higher speed */
972#define MIN_ACTIVE_SPEED 0.00001 755#define MIN_PLAYER_SPEED 0.04f
973
974/*
975 * random() is much better than rand(). If you have random(), use it instead.
976 * You shouldn't need to change any of this
977 *
978 * 0.93.3: It looks like linux has random (previously, it was set below
979 * to use rand). Perhaps old version of linux lack rand? IF you run into
980 * problems, add || defined(__linux__) the #if immediately below.
981 *
982 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
983 * here.
984 */
985
986#define RANDOM() random()
987#define SRANDOM(xyz) srandom(xyz)
988
989/* Returns the weight of the given object. Note: it does not take the number of
990 * items (nrof) into account.
991 */
992#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
993
994
995/* Code fastening defines
996 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
997 * buf__ and increment buf__ position so it will point to the end of buf__.
998 * the '\0' caracter will not be put at end of buf__.
999 * use preparefastcat and finishfastcat on buf__ to prepare
1000 * and clean up the string. (Lots faster than doing each time...)
1001 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1002 * keep in mind FAST_STRNCAT is faster since length of second argument is
1003 * kown in advance.
1004 */
1005
1006#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1007#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1008#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1009#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1010
1011 /* You may uncomment following define to check sanity of code.
1012 * But use as debug only (loses all speed gained by those macros)
1013 */
1014
1015/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1016 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1017
1018
1019
1020
1021
1022
1023 756
1024/* 757/*
1025 * Warning! 758 * Warning!
1026 * If you add message types here, don't forget 759 * If you add message types here, don't forget
1027 * to keep the client up to date too! 760 * to keep the client up to date too!
1028 */ 761 */
1029
1030 762
1031/* message types */ 763/* message types */
1032#define MSG_TYPE_BOOK 1 764#define MSG_TYPE_BOOK 1
1033#define MSG_TYPE_CARD 2 765#define MSG_TYPE_CARD 2
1034#define MSG_TYPE_PAPER 3 766#define MSG_TYPE_PAPER 3
1113 845
1114/* admin messages */ 846/* admin messages */
1115#define MSG_TYPE_ADMIN_RULES 1 847#define MSG_TYPE_ADMIN_RULES 1
1116#define MSG_TYPE_ADMIN_NEWS 2 848#define MSG_TYPE_ADMIN_NEWS 2
1117 849
850/**
851 * Maximum distance a player may hear a sound from.
852 * This is only used for client/server sound and say. If the sound source
853 * on the map is farther away than this, we don't sent it to the client.
854 */
855#define MAX_SOUND_DISTANCE 16
856
857#define LOG_CHANNEL "log" // the plain and ugly standard server log
858#define INFO_CHANNEL "info" // lower_left box
859#define SAY_CHANNEL "say"
860#define CHAT_CHANNEL "chat"
861#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
862
863/* The following are the color flags passed to new_draw_info.
864 *
865 * We also set up some control flags
866 *
867 * NDI = New Draw Info
868 */
869
870/* Color specifications - note these match the order in xutil.c */
871/* Note 2: Black, the default color, is 0. Thus, it does not need to
872 * be implicitly specified.
873 */
874#define NDI_BLACK 0
875#define NDI_WHITE 1
876#define NDI_NAVY 2
877#define NDI_RED 3
878#define NDI_ORANGE 4
879#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
880#define NDI_DK_ORANGE 6 /* DarkOrange2 */
881#define NDI_GREEN 7 /* SeaGreen */
882#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
883 /* Than seagreen - also background color */
884#define NDI_GREY 9
885#define NDI_BROWN 10 /* Sienna */
886#define NDI_GOLD 11
887#define NDI_TAN 12 /* Khaki */
888
889#define NDI_MAX_COLOR 12 /* Last value in */
890#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
891 /* using an int anyways, so we have the space */
892 /* to still do all the flags */
893
894#define NDI_REPLY 0x20 // is a direct reply to a user command
895#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
896#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
897#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
898
899#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
900#define NDI_ALL 0x2000 /* Inform all players of this message */
901#define NDI_DEF 0x4000 // ignore colour for channel protocol
902#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
903
1118#endif /* DEFINE_H */ 904#endif /* DEFINE_H */
1119 905

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines