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Comparing deliantra/server/include/define.h (file contents):
Revision 1.49 by elmex, Sun Apr 15 14:15:15 2007 UTC vs.
Revision 1.119 by root, Sun Apr 4 04:10:47 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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#define MAX_FOOD 999
55
56//TODO: not only use more reasonable values, also enforce them
57#define MIN_WC -120
58#define MAX_WC 120
59#define MIN_AC -120
73#define MAX_BUF 1024 60#define MAX_AC 120
74 /* Used for all kinds of things */ 61#define MIN_DAM 0
75#define VERY_BIG_BUF 2048 62#define MAX_DAM 200
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 63#define MIN_DIGESTION -35
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 64#define MAX_DIGESTION 70
78 65
79#define FONTSIZE 3000 /* Max chars in font */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
80
81#define MAX_ANIMATIONS 256
82 67
83#define MAX_NAME 48 68#define MAX_NAME 48
84#define MAX_EXT_TITLE 98
85 69
86/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
71
87//TODO: remove all calls to fatal and replace them by cleanup 72//TODO: remove all calls to fatal and replace them by cleanup
88#define OUT_OF_MEMORY 0 73#define OUT_OF_MEMORY 0
89#define MAP_ERROR 1 74#define MAP_ERROR 1
90#define ARCHTABLE_TOO_SMALL 2 // unused 75#define ARCHTABLE_TOO_SMALL 2 // unused
91#define TOO_MANY_ERRORS 3 76#define TOO_MANY_ERRORS 3
115#define POTION 5 100#define POTION 5
116#define FOOD 6 101#define FOOD 6
117#define POISON 7 102#define POISON 7
118#define BOOK 8 103#define BOOK 8
119#define CLOCK 9 104#define CLOCK 9
120 105#define VEIN 10 // deliantra: mineral/ore/whatever vein
106#define RANGED 11 // deliantra: other range item (skill based)
107//12
121#define ARROW 13 108#define ARROW 13
122#define BOW 14 109#define BOW 14
123#define WEAPON 15 110#define WEAPON 15
124#define ARMOUR 16 111#define ARMOUR 16
125#define PEDESTAL 17 112#define PEDESTAL 17
126#define ALTAR 18 113#define ALTAR 18
127 114#define T_MATCH 19
128#define LOCKED_DOOR 20 115#define LOCKED_DOOR 20
129#define SPECIAL_KEY 21 116#define SPECIAL_KEY 21
130#define MAP 22 117#define MAP 22
131#define DOOR 23 118#define DOOR 23
132#define KEY 24 119#define KEY 24
133 120//25
134#define TIMED_GATE 26 121#define TIMED_GATE 26
135#define TRIGGER 27 122#define TRIGGER 27
136#define GRIMREAPER 28 123#define GRIMREAPER 28
137#define MAGIC_EAR 29 124#define MAGIC_EAR 29
138#define TRIGGER_BUTTON 30 125#define TRIGGER_BUTTON 30
147#define AMULET 39 134#define AMULET 39
148#define PLAYERMOVER 40 135#define PLAYERMOVER 40
149#define TELEPORTER 41 136#define TELEPORTER 41
150#define CREATOR 42 137#define CREATOR 42
151#define SKILL 43 /* also see SKILL_TOOL (74) below */ 138#define SKILL 43 /* also see SKILL_TOOL (74) below */
152 139//44
153#define EARTHWALL 45 140#define EARTHWALL 45
154#define GOLEM 46 141#define GOLEM 46
155 142//47
156#define THROWN_OBJ 48 143#define THROWN_OBJ 48
157#define BLINDNESS 49 144#define BLINDNESS 49
158#define GOD 50 145#define GOD 50
159#define DETECTOR 51 /* peterm: detector is an object 146#define DETECTOR 51 /* peterm: detector is an object
160 * which notices the presense of 147 * which notices the presense of
175 162
176#define PEACEMAKER 59 /* Object owned by a player which can convert 163#define PEACEMAKER 59 /* Object owned by a player which can convert
177 * a monster into a peaceful being incapable of attack. 164 * a monster into a peaceful being incapable of attack.
178 */ 165 */
179#define GEM 60 166#define GEM 60
180 167//61
181#define FIREWALL 62 168#define FIREWALL 62
182#define ANVIL 63 169#define ANVIL 63
183#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 170#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 171#define MOOD_FLOOR 65 /*
185 * values of last_sp set how to change: 172 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive 173 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive 174 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down 175 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep 176 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */ 177 * 4 = charm, monsters become pets
178 * 5 = destroy monsters
179 * 6 = destroy pets / friendlies
180 */
191#define EXIT 66 181#define EXIT 66
192#define ENCOUNTER 67 182#define ENCOUNTER 67
193#define SHOP_FLOOR 68 183#define SHOP_FLOOR 68
194#define SHOP_MAT 69 184#define SHOP_MAT 69
195#define RING 70 185#define RING 70
196#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 186#define FLOOR 71 /* this is a floor tile -> native layer 0 */
197#define FLESH 72 /* animal 'body parts' -b.t. */ 187#define FLESH 72 /* animal 'body parts' -b.t. */
198#define INORGANIC 73 /* metals and minerals */ 188#define INORGANIC 73 /* metals and minerals */
199#define SKILL_TOOL 74 /* Allows the use of a skill */ 189#define SKILL_TOOL 74 /* Allows the use of a skill */
200#define LIGHTER 75 190#define LIGHTER 75
201 191//76
202#define BUILDABLE_WALL 77 /* this is a buildable wall */ 192#define BUILDABLE_WALL 77 /* this is a buildable wall */
203 193//78
204
205#define MISC_OBJECT 79 /* misc. objects are for objects without a function 194#define MISC_OBJECT 79 /* misc. objects are for objects without a function
206 in the engine. Like statues, clocks, chairs,... 195 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit 196 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all 197 on chairs, we create a new type and remove all
209 chairs from here. */ 198 chairs from here. */
210 199//80
200#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 201#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 202#define DUPLICATOR 83 /* duplicator/multiplier object */
213 203//84
214#define SPELLBOOK 85 204#define SPELLBOOK 85
215 205//86
216#define CLOAK 87 206#define CLOAK 87
217 207//88
208//89
218#define SPINNER 90 209#define SPINNER 90
219#define GATE 91 210#define GATE 91
220#define BUTTON 92 211#define BUTTON 92
221#define CF_HANDLE 93 212#define T_HANDLE 93
222#define HOLE 94 213#define HOLE 94
223#define TRAPDOOR 95 214#define TRAPDOOR 95
224 215//96
216//97
225#define SIGN 98 217#define SIGN 98
226#define BOOTS 99 218#define BOOTS 99
227#define GLOVES 100 219#define GLOVES 100
228#define SPELL 101 220#define SPELL 101
229#define SPELL_EFFECT 102 221#define SPELL_EFFECT 102
230#define CONVERTER 103 222#define CONVERTER 103
231#define BRACERS 104 223#define BRACERS 104
232#define POISONING 105 224#define POISONING 105
233#define SAVEBED 106 225#define SAVEBED 106
234 226//107
227//108
235#define WAND 109 228#define WAND 109
236 229#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
237#define SCROLL 111 230#define SCROLL 111
238#define DIRECTOR 112 231#define DIRECTOR 112
239#define GIRDLE 113 232#define GIRDLE 113
240#define FORCE 114 233#define FORCE 114
241#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 234#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
242#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 235#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
243 236//117
237//118
238//119
239//120
244#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 240#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
245#define CONTAINER 122 241#define CONTAINER 122
246#define ARMOUR_IMPROVER 123 242#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124 243#define WEAPON_IMPROVER 124
248 244//125
245//126
246//127
247//128
248//129
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250//131
251//132
252//133
253//134
254//135
255//136
256//137
250#define DEEP_SWAMP 138 257#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139 258#define IDENTIFY_ALTAR 139
252 259//140
260//141
261//142
262//143
263//144
264//145
265//146
266//147
267//148
268//149
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 269#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254 270//151
271//152
272//153
255#define RUNE 154 273#define RUNE 154
256#define TRAP 155 274#define TRAP 155
257
258#define POWER_CRYSTAL 156 275#define POWER_CRYSTAL 156
259#define CORPSE 157 276#define CORPSE 157
260
261#define DISEASE 158 277#define DISEASE 158
262#define SYMPTOM 159 278#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */ 279#define BUILDER 160 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */ 280#define MATERIAL 161 /* Material for building */
265 281//162
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 282#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
267 283#define MAPSCRIPT 164 /* A perl-scripted connectable */
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 284#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */ 285 potions, alchemy, or magic works here (elmex) */
270 286
271/* DEAD TYPES: */ 287#define NUM_TYPES 166 // must be max(type) + 1
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284/* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297//#define MONSTER 80 /* yes, thats a real, living creature */
298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299//#define TOOL 84 /* a tool for building objects */
300//#define BUILDFAC 86 /* facilities for building objects */
301//#define CONE 88
302//#define AURA 89 /* aura spell object */
303//#define WORD_OF_RECALL 96
304//#define PARAIMAGE 97
305//#define POISONCLOUD 107
306//#define FIREHOLES 108
307//#define ABILITY 110
308/* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311//#define CANCELLATION 141 /* not used with new spell code */
312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313//#define SWARM_SPELL 153
314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
315//#define QUEST 164 /* See below for subtypes */
316 288
317/* END TYPE DEFINE */ 289/* END TYPE DEFINE */
318 290
319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 291// maximum supported subtype number + 1, can be increased to 256
292// currently (2007-09) in use: 50
293#define NUM_SUBTYPES 64
320 294
321/* Subtypes for BUILDER */ 295/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 296#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 297#define ST_BD_REMOVE 2 /* Removes an item */
324 298
325/* Subtypes for MATERIAL */ 299/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 300#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 301#define ST_MAT_WALL 2 /* Wall */
328#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 302#define ST_MAT_ITEM 3 /* All other items, including doors & such */
359#define PU_NOTHING 0x00000000 333#define PU_NOTHING 0x00000000
360 334
361#define PU_DEBUG 0x10000000 335#define PU_DEBUG 0x10000000
362#define PU_INHIBIT 0x20000000 336#define PU_INHIBIT 0x20000000
363#define PU_STOP 0x40000000 337#define PU_STOP 0x40000000
364#define PU_NEWMODE 0x80000000 338#define PU_ENABLE 0x80000000 // used to distinguish value density
365 339
366#define PU_RATIO 0x0000000F 340#define PU_RATIO 0x0000000F
367 341
368#define PU_FOOD 0x00000010 342#define PU_FOOD 0x00000010
369#define PU_DRINK 0x00000020 343#define PU_DRINK 0x00000020
399 * freearr, add these values. <= SIZEOFFREE1 will get you 373 * freearr, add these values. <= SIZEOFFREE1 will get you
400 * within 1 space. <= SIZEOFFREE2 wll get you withing 374 * within 1 space. <= SIZEOFFREE2 wll get you withing
401 * 2 spaces, and the entire array (< SIZEOFFREE) is 375 * 2 spaces, and the entire array (< SIZEOFFREE) is
402 * three spaces 376 * three spaces
403 */ 377 */
378#define SIZEOFFREE0 0
404#define SIZEOFFREE1 8 379#define SIZEOFFREE1 8
405#define SIZEOFFREE2 24 380#define SIZEOFFREE2 24
381#define SIZEOFFREE3 48
406#define SIZEOFFREE 49 382#define SIZEOFFREE 49
407 383
408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 384#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
409 385
410/* 386/*
411 * If any FLAG's are added or changed, make sure the flag_names structure in 387 * If any FLAG's are added or changed, make sure the flag_names structure in
412 * common/loader.l is updated. 388 * common/loader.C is updated.
413 */ 389 */
414 390
415/* Basic routines to do above */ 391/* Basic routines to do above */
416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1 392#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0 393#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418#define QUERY_FLAG(obj, flg) (obj)->flag [flg] 394#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
419 395
420/* the flags */ 396/* the flags */
421 397
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 398#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 399#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 400#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 */ 401#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 402#define FLAG_WIZLOOK 4 /* disable los and lighting */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 403#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */ 406
431
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 407#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 408/*#define FLAG_WALK_ON 9*/
434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 409/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436 410
437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 411#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438 412
439/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 413/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
440/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 414/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
441 415#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
416
442#define FLAG_MONSTER 14 /* Will attack players */ 417#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 418#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 419#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 420#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 421#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */ 422#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. */ 423#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 424#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 425#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 426#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 427#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455 428
456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 429/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 430/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
458/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 431/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459 432
460#define FLAG_IS_USED_UP 28 433#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
461 /* When (--food<0) the object will exit */ 434#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
462#define FLAG_IDENTIFIED 29 435#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
463 /* Player knows full info about item */ 436#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
467
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 437#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 438#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 439#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 440#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 441#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 442#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 443#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 444#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
478 445#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
479#define FLAG_REFL_SPELL 40 446
480 /* Spells (some) will reflect from object */
481#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 447#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 448//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 449#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 450#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 451#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
486 but can still attack at a distance */ 452 but can still attack at a distance */
487 453
488/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 454/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
489 thru this object as if it wasn't there */ 455 thru this object as if it wasn't there */
490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 456/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
491 457
492#define FLAG_PICK_UP 48 /* Can pick up */ 458#define FLAG_PICK_UP 48 /* Can pick up */
493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 459#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494#define FLAG_NO_DROP 50 /* Object can't be dropped */ 460#define FLAG_NO_DROP 50 /* Object can't be dropped */
495#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 461#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
496#define FLAG_CAST_SPELL 52 462
497 /* (Monster) can learn and cast spells */ 463#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
498#define FLAG_USE_SCROLL 53 464#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
499 /* (Monster) can read scroll */
500#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 465#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 466#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502 467#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
503#define FLAG_USE_ARMOUR 56 468#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 469#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
508#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 470#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
509#define FLAG_READY_BOW 60 /* not implemented yet */ 471#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
472
510#define FLAG_XRAYS 61 /* X-ray vision */ 473#define FLAG_XRAYS 61 /* X-ray vision */
511#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 474#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
512#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 475#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
513 476
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 477#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
515#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 478#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
516#define FLAG_SLEEP 66 /* NPC is sleeping */ 479#define FLAG_SLEEP 66 /* NPC is sleeping */
517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 480#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 481#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
519#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 482#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
520#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 483#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
521#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 484#define FLAG_STEALTH 71 /* Will wake monsters with less range */
522 485
523#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 486#define FLAG_WIZPASS 72 /* The wizard can go through walls */
524#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 487#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
525#define FLAG_CURSED 74 /* The object is cursed */ 488#define FLAG_CURSED 74 /* The object is cursed */
526#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 489#define FLAG_DAMNED 75 /* The object is _very_ cursed */
527#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 490#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
528#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 491#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
529#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 492#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
530#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 493#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
531 494
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 495#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 496#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 497#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535 498
536/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 499#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 500#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 501#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
539 /* (Item) gives invisibility when applied */ 502#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540#define FLAG_INV_LOCKED 86 503
541 /* Item will not be dropped from inventory */
542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 504#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 505#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 506#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
546#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 507#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
547#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 508#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 509#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
549#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 510#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 511#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
551 512
552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 513/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
553 514
554#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 515#define FLAG_NO_STEAL 96 /* Item can't be stolen */
555#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 516#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
556 * away (replaces ghosthit) 517 * away (replaces ghosthit)
557 */ 518 */
558#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 519#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
559 * detect cases were the server is trying
560 * to send an upditem when we have not
561 * actually sent the item.
562 */ 520
563
564#define FLAG_BERSERK 99 /* monster will attack closest living 521#define FLAG_BERSERK 99 /* monster will attack closest living
565 object */ 522 object */
566#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 523#define FLAG_NEUTRAL 100 /* monster is from type neutral */
567#define FLAG_NO_ATTACK 101 /* monster don't attack */ 524#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 525#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 526#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
570 * load_original_map() */ 527 * load_original_map() */
571#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 528#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
572 * the overlay, and is not subject to
573 * decay. */
574#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 529#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
575#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 530#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
576#define FLAG_IS_WATER 107 531#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
577#define FLAG_CONTENT_ON_GEN 108 532#define FLAG_CONTENT_ON_GEN 108
578#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 533#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
579#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 534#define FLAG_IS_BUILDABLE 110 /* Can build on item */
580#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 535#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
581#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 536#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
582 537
583#define NUM_FLAGS 113 /* Should always be equal to the last 538#define NUM_FLAGS 113 /* Should always be equal to the last
584 * defined flag + 1. If you change this, 539 * defined flag + 1. If you change this,
585 * make sure you update the flag_links 540 * make sure you update the flag_links
586 * in common/loader.l 541 * in common/loader.l
587 */ 542 */
588
589/* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595 543
596/* If you add new movement types, you may need to update 544/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 545 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 546 * change_abil() probably should be updated also.
599 */ 547 */
600#define MOVE_WALK 0x1 /* Object walks */ 548#define MOVE_WALK 0x01 /* Object walks */
601#define MOVE_FLY_LOW 0x2 /* Low flying object */ 549#define MOVE_FLY_LOW 0x02 /* Low flying object */
602#define MOVE_FLY_HIGH 0x4 /* High flying object */ 550#define MOVE_FLY_HIGH 0x04 /* High flying object */
603#define MOVE_FLYING 0x6 551#define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */ 552 /* Combo of fly_low and fly_high */
605#define MOVE_SWIM 0x8 /* Swimming object */ 553#define MOVE_SWIM 0x08 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */ 554#define MOVE_BOAT 0x10 /* Boats/sailing */
555#define MOVE_SHIP 0x20 /* boats suitable for oceans */
556
607#define MOVE_ALL 0x1f /* Mask of all movement types */ 557#define MOVE_ALL 0x3f /* Mask of all movement types */
608 558
609/* typdef here to define type large enough to hold bitmask of 559/* typdef here to define type large enough to hold bitmask of
610 * all movement types. Make one declaration so easy to update. 560 * all movement types. Make one declaration so easy to update.
611 * uint8 is defined yet, so just use what that would define it
612 * at anyways.
613 */ 561 */
614typedef unsigned char MoveType; 562typedef unsigned char MoveType;
615 563
616/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 564/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
617 * Basically, ob2 has to block all of ob1 movement types. 565 * Basically, ob2 has to block all of ob1 movement types.
626 * 574 *
627 */ 575 */
628#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 576#define OB_TYPE_MOVE_BLOCK(ob1, type) \
629 ((type) && (ob1->move_type & type) == ob1->move_type) 577 ((type) && (ob1->move_type & type) == ob1->move_type)
630 578
631
632#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
633#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
634#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 579#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
635
636/* Note: These values are only a default value, resizing can change them */
637#define INV_SIZE 12 /* How many items can be viewed in inventory */
638#define LOOK_SIZE 6 /* ditto, but for the look-window */
639#define MAX_INV_SIZE 40 /* For initializing arrays */
640#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
641
642#define EDITABLE(xyz) ((xyz)->arch->editable)
643
644#define E_MONSTER 0x00000001
645#define E_EXIT 0x00000002
646#define E_TREASURE 0x00000004
647#define E_BACKGROUND 0x00000008
648#define E_DOOR 0x00000010
649#define E_SPECIAL 0x00000020
650#define E_SHOP 0x00000040
651#define E_NORMAL 0x00000080
652#define E_FALSE_WALL 0x00000100
653#define E_WALL 0x00000200
654#define E_EQUIPMENT 0x00000400
655#define E_OTHER 0x00000800
656#define E_ARTIFACT 0x00001000
657 580
658#define EXIT_PATH(xyz) (xyz)->slaying 581#define EXIT_PATH(xyz) (xyz)->slaying
659#define EXIT_LEVEL(xyz) (xyz)->stats.food 582#define EXIT_LEVEL(xyz) (xyz)->stats.food
660#define EXIT_X(xyz) (xyz)->stats.hp 583#define EXIT_X(xyz) (xyz)->stats.hp
661#define EXIT_Y(xyz) (xyz)->stats.sp 584#define EXIT_Y(xyz) (xyz)->stats.sp
662#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 585#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
663#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 586#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
664 587
665/* for use by the lighting code */ 588/* for use by the lighting code */
666#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 589#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
667 * large values allow objects that can 590 * large values allow objects that can
668 * slow down the game */ 591 * slow down the game */
669#define MAX_DARKNESS 5 /* maximum map darkness, there is no 592#define MAX_DARKNESS 5 /* maximum map darkness, there is no
670 * practical reason to exceed this */ 593 * practical reason to exceed this */
594#define LOS_MAX 4 /* max. los value for non-blocked spaces */
595#define LOS_BLOCKED 100 /* fully blocked spaces */
671#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 596#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
672 MAX_LIGHT_RADII:(xyz)->glow_radius; 597 MAX_LIGHT_RADII:(xyz)->glow_radius;
598// player position in blocked_los code
599#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
600#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
601
673 602
674#define F_BUY 0 603#define F_BUY 0
675#define F_SELL 1 604#define F_SELL 1
676#define F_TRUE 2 /* True value of item, unadjusted */ 605#define F_TRUE 2 /* True value of item, unadjusted */
677#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 606#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
681#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 610#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
682 611
683#define DIRX(xyz) freearr_x[(xyz)->direction] 612#define DIRX(xyz) freearr_x[(xyz)->direction]
684#define DIRY(xyz) freearr_y[(xyz)->direction] 613#define DIRY(xyz) freearr_y[(xyz)->direction]
685 614
686#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
687#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
688
689#define ARMOUR_SPEED(xyz) (xyz)->last_sp 615#define ARMOUR_SPEED(xyz) (xyz)->last_sp
690#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 616#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
691#define WEAPON_SPEED(xyz) (xyz)->last_sp 617#define WEAPON_SPEED(xyz) (xyz)->last_sp
692 618
693/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 619/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
694 each of them signed char, concatenated in a int16 */ 620 each of them signed char, concatenated in a int16 */
695#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 621#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
696#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 622#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
697#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 623#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
624
698#define FIRE_DIRECTIONAL 0 625#define FIRE_DIRECTIONAL 0
699#define FIRE_POSITIONAL 1 626#define FIRE_POSITIONAL 1
700 627
701/******************************************************************************/ 628/******************************************************************************/
702/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 629/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
715/* CIRCLE1 = 32 */ 642/* CIRCLE1 = 32 */
716/* + DISTATT = 1 */ 643/* + DISTATT = 1 */
717/* ------------------- */ 644/* ------------------- */
718/* attack_movement = 33 */ 645/* attack_movement = 33 */
719/******************************************************************************/ 646/******************************************************************************/
720#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 647#define DISTATT 1 /* move toward a player if far, but mantain some space, */
721 /* attack from a distance - good for missile users only */ 648 /* attack from a distance - good for missile users only */
722#define RUNATT 2 /* run but attack if player catches up to object */ 649#define RUNATT 2 /* run but attack if player catches up to object */
723#define HITRUN 3 /* run to then hit player then run away cyclicly */ 650#define HITRUN 3 /* run to then hit player then run away cyclicly */
724#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 651#define WAITATT 4 /* wait for player to approach then hit, move if hit */
725#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 652#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
726#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 653#define ALLRUN 6 /* always run never attack good for sim. of weak player */
727#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 654#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
728#define WAIT2 8 /* monster does not try to move towards player if far */ 655#define WAIT2 8 /* monster does not try to move towards player if far */
729 /* maintains comfortable distance */ 656 /* maintains comfortable distance */
657
730#define PETMOVE 16 /* if the upper four bits of attack_movement */ 658#define PETMOVE 16 /* if the upper four bits of attack_movement */
731 /* are set to this number, the monster follows a player */ 659 /* are set to this number, the monster follows a player */
732 /* until the owner calls it back or off */ 660 /* until the owner calls it back or off */
733 /* player followed denoted by 0b->owner */ 661 /* player followed denoted by 0b->owner */
734 /* the monster will try to attack whatever the player is */ 662 /* the monster will try to attack whatever the player is */
735 /* attacking, and will continue to do so until the owner */ 663 /* attacking, and will continue to do so until the owner */
736 /* calls off the monster - a key command will be */ 664 /* calls off the monster - a key command will be */
737 /* inserted to do so */ 665 /* inserted to do so */
738#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 666#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
739 /* are set to this number, the monster will move in a */ 667 /* are set to this number, the monster will move in a */
740 /* circle until it is attacked, or the enemy field is */ 668 /* circle until it is attacked, or the enemy field is */
741 /* set, this is good for non-aggressive monsters and NPC */ 669 /* set, this is good for non-aggressive monsters and NPC */
742#define CIRCLE2 48 /* same as above but a larger circle is used */ 670#define CIRCLE2 48 /* same as above but a larger circle is used */
743#define PACEH 64 /* The Monster will pace back and forth until attacked */ 671#define PACEH 64 /* The Monster will pace back and forth until attacked */
744 /* this is HORIZONTAL movement */ 672 /* this is HORIZONTAL movement */
745#define PACEH2 80 /* the monster will pace as above but the length of the */ 673#define PACEH2 80 /* the monster will pace as above but the length of the */
746 /* pace area is longer and the monster stops before */ 674 /* pace area is longer and the monster stops before */
747 /* changing directions */ 675 /* changing directions */
748 /* this is HORIZONTAL movement */ 676 /* this is HORIZONTAL movement */
749#define RANDO 96 /* the monster will go in a random direction until */ 677#define RANDO 96 /* the monster will go in a random direction until */
750 /* it is stopped by an obstacle, then it chooses another */ 678 /* it is stopped by an obstacle, then it chooses another */
751 /* direction. */ 679 /* direction. */
752#define RANDO2 112 /* constantly move in a different random direction */ 680#define RANDO2 112 /* constantly move in a different random direction */
753#define PACEV 128 /* The Monster will pace back and forth until attacked */ 681#define PACEV 128 /* The Monster will pace back and forth until attacked */
754 /* this is VERTICAL movement */ 682 /* this is VERTICAL movement */
755#define PACEV2 144 /* the monster will pace as above but the length of the */ 683#define PACEV2 144 /* the monster will pace as above but the length of the */
756 /* pace area is longer and the monster stops before */ 684 /* pace area is longer and the monster stops before */
757 /* changing directions */ 685 /* changing directions */
758 /* this is VERTICAL movement */ 686 /* this is VERTICAL movement */
759#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 687#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
760#define HI4 240 688#define HI4 240
761 689
762#define BLANK_FACE_NAME "blank.x11" 690#define BLANK_FACE_NAME "blank.x11"
763#define EMPTY_FACE_NAME "empty.x11" 691#define EMPTY_FACE_NAME "empty.x11"
764 692
766 * Defines for the luck/random functions to make things more readable 694 * Defines for the luck/random functions to make things more readable
767 */ 695 */
768 696
769#define PREFER_HIGH 1 697#define PREFER_HIGH 1
770#define PREFER_LOW 0 698#define PREFER_LOW 0
771
772/* Simple function we use below to keep adding to the same string
773 * but also make sure we don't overwrite that string.
774 */
775static inline void
776safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
777{
778 if (*curlen == (maxlen - 1))
779 return;
780
781 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
782 dest[maxlen - 1] = 0;
783 *curlen += strlen (orig);
784
785 if (*curlen > (maxlen - 1))
786 *curlen = maxlen - 1;
787}
788
789
790/* The SAFE versions of these call the safe_strcat function above.
791 * Ideally, all functions should use the SAFE functions, but they
792 * require some extra support in the calling function to remain as
793 * efficient.
794 */
795#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
796 if(variable) { \
797 int i,j=0; \
798 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
799 for(i=0; i<NROFATTACKS; i++) \
800 if(variable & (1<<i)) { \
801 if (j) \
802 safe_strcat(retbuf,", ", len, maxlen); \
803 else \
804 j = 1; \
805 safe_strcat(retbuf, attacks[i], len, maxlen); \
806 } \
807 safe_strcat(retbuf,")",len,maxlen); \
808 }
809
810
811/* separated this from the common/item.c file. b.t. Dec 1995 */
812
813#define DESCRIBE_ABILITY(retbuf, variable, name) \
814 if(variable) { \
815 int i,j=0; \
816 strcat(retbuf,"(" name ": "); \
817 for(i=0; i<NROFATTACKS; i++) \
818 if(variable & (1<<i)) { \
819 if (j) \
820 strcat(retbuf,", "); \
821 else \
822 j = 1; \
823 strcat(retbuf, attacks[i]); \
824 } \
825 strcat(retbuf,")"); \
826 }
827
828
829#define DESCRIBE_PATH(retbuf, variable, name) \
830 if(variable) { \
831 int i,j=0; \
832 strcat(retbuf,"(" name ": "); \
833 for(i=0; i<NRSPELLPATHS; i++) \
834 if(variable & (1<<i)) { \
835 if (j) \
836 strcat(retbuf,", "); \
837 else \
838 j = 1; \
839 strcat(retbuf, spellpathnames[i]); \
840 } \
841 strcat(retbuf,")"); \
842 }
843
844
845#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
846 if(variable) { \
847 int i,j=0; \
848 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
849 for(i=0; i<NRSPELLPATHS; i++) \
850 if(variable & (1<<i)) { \
851 if (j) \
852 safe_strcat(retbuf,", ", len, maxlen); \
853 else \
854 j = 1; \
855 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
856 } \
857 safe_strcat(retbuf,")", len, maxlen); \
858 }
859 699
860/* Flags for apply_special() */ 700/* Flags for apply_special() */
861enum apply_flag 701enum apply_flag
862{ 702{
863 /* Basic flags, always use one of these */ 703 /* Basic flags/mode, always use one of these */
864 AP_NULL = 0, 704 AP_TOGGLE = 0,
865 AP_APPLY = 1, 705 AP_APPLY = 0x01,
866 AP_UNAPPLY = 2, 706 AP_UNAPPLY = 0x02,
867 707 AP_MODE = 0x03,
868 AP_BASIC_FLAGS = 15,
869 708
870 /* Optional flags, for bitwise or with a basic flag */ 709 /* Optional flags, for bitwise or with a basic flag */
871 AP_NO_MERGE = 16, 710 AP_NO_MERGE = 0x10,
872 AP_IGNORE_CURSE = 32, 711 AP_IGNORE_CURSE = 0x20,
873 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 */
874 /* Note this is supported in all the functions */ 713 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
875}; 714};
876 715
877/* Bitmask values for 'can_apply_object()' return values. 716/* Bitmask values for 'can_apply_object()' return values.
878 * the CAN_APPLY_ prefix is to just note what function the 717 * the CAN_APPLY_ prefix is to just note what function the
879 * are returned from. 718 * are returned from.
898 * this one can be applied. Think of rings - human is wearing two 737 * this one can be applied. Think of rings - human is wearing two
899 * rings and tries to apply one - there are two possible rings he 738 * rings and tries to apply one - there are two possible rings he
900 * could remove. 739 * could remove.
901 * 740 *
902 */ 741 */
903#define CAN_APPLY_NEVER 0x1 742#define CAN_APPLY_NEVER 0x01
904#define CAN_APPLY_RESTRICTION 0x2 743#define CAN_APPLY_RESTRICTION 0x02
905#define CAN_APPLY_NOT_MASK 0xf 744#define CAN_APPLY_NOT_MASK 0x0f
745
906#define CAN_APPLY_UNAPPLY 0x10 746#define CAN_APPLY_UNAPPLY 0x10
907#define CAN_APPLY_UNAPPLY_MULT 0x20 747#define CAN_APPLY_UNAPPLY_MULT 0x20
908#define CAN_APPLY_UNAPPLY_CHOICE 0x40 748#define CAN_APPLY_UNAPPLY_CHOICE 0x40
909 749
910/* Cut off point of when an object is put on the active list or not */ 750// Cut off point of when an object is put on the active list or not
751// we use 2**-n because that can be represented exactly
752// also make sure that this is a float, not double, constant
911#define MIN_ACTIVE_SPEED 1e-5 753#define MIN_ACTIVE_SPEED (1.f / 65536.f)
912 754
913#define RANDOM() (rndm.next () & 0xffffffU) 755/* have mercy on players and guarantee a somewhat higher speed */
914#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 756#define MIN_PLAYER_SPEED 0.04f
915
916/* Returns the weight of the given object. Note: it does not take the number of
917 * items (nrof) into account.
918 */
919#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
920
921
922/* Code fastening defines
923 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
924 * buf__ and increment buf__ position so it will point to the end of buf__.
925 * the '\0' caracter will not be put at end of buf__.
926 * use preparefastcat and finishfastcat on buf__ to prepare
927 * and clean up the string. (Lots faster than doing each time...)
928 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
929 * keep in mind FAST_STRNCAT is faster since length of second argument is
930 * kown in advance.
931 */
932
933#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
934#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
935#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
936#define FINISH_FASTCAT(buf__) buf__[0]='\0';
937 757
938/* 758/*
939 * Warning! 759 * Warning!
940 * If you add message types here, don't forget 760 * If you add message types here, don't forget
941 * to keep the client up to date too! 761 * to keep the client up to date too!
1026 846
1027/* admin messages */ 847/* admin messages */
1028#define MSG_TYPE_ADMIN_RULES 1 848#define MSG_TYPE_ADMIN_RULES 1
1029#define MSG_TYPE_ADMIN_NEWS 2 849#define MSG_TYPE_ADMIN_NEWS 2
1030 850
851/**
852 * Maximum distance a player may hear a sound from.
853 * This is only used for client/server sound and say. If the sound source
854 * on the map is farther away than this, we don't sent it to the client.
855 */
856#define MAX_SOUND_DISTANCE 16
857
858#define LOG_CHANNEL "log" // the plain and ugly standard server log
859#define INFO_CHANNEL "info" // lower_left box
860#define SAY_CHANNEL "say"
861#define CHAT_CHANNEL "chat"
862#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
863
864/* The following are the color flags passed to new_draw_info.
865 *
866 * We also set up some control flags
867 *
868 * NDI = New Draw Info
869 */
870
871/* Color specifications - note these match the order in xutil.c */
872/* Note 2: Black, the default color, is 0. Thus, it does not need to
873 * be implicitly specified.
874 */
875#define NDI_BLACK 0
876#define NDI_WHITE 1
877#define NDI_NAVY 2
878#define NDI_RED 3
879#define NDI_ORANGE 4
880#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
881#define NDI_DK_ORANGE 6 /* DarkOrange2 */
882#define NDI_GREEN 7 /* SeaGreen */
883#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
884 /* Than seagreen - also background color */
885#define NDI_GREY 9
886#define NDI_BROWN 10 /* Sienna */
887#define NDI_GOLD 11
888#define NDI_TAN 12 /* Khaki */
889
890#define NDI_MAX_COLOR 12 /* Last value in */
891#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
892 /* using an int anyways, so we have the space */
893 /* to still do all the flags */
894
895#define NDI_REPLY 0x20 // is a direct reply to a user command
896#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
897#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
898#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
899
900#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
901#define NDI_ALL 0x2000 /* Inform all players of this message */
902#define NDI_DEF 0x4000 // ignore colour for channel protocol
903#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
904
1031#endif /* DEFINE_H */ 905#endif /* DEFINE_H */
1032 906

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