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Comparing deliantra/server/include/define.h (file contents):
Revision 1.12 by root, Fri Sep 29 11:53:08 2006 UTC vs.
Revision 1.59 by root, Sat May 19 00:08:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 37#include <autoconf.h>
50#endif
51 38
52#define FONTDIR "" 39#define FONTDIR ""
53#define FONTNAME "" 40#define FONTNAME ""
54 41
55/* Decstations have trouble with fabs()... */ 42/* Decstations have trouble with fabs()... */
56#define FABS(x) ((x)<0?-(x):(x)) 43#define FABS(x) fabs (x)
57 44
58#ifdef __NetBSD__ 45#ifdef __NetBSD__
59# include <sys/param.h> 46# include <sys/param.h>
60#endif 47#endif
61#ifndef MIN 48#ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y)) 49# define MIN(x,y) min (x, y)
63#endif 50#endif
64#ifndef MAX 51#ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y)) 52# define MAX(x,y) max (x, y)
66#endif 53#endif
67 54
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
69#ifndef NAME_MAX 56#ifndef NAME_MAX
70# define NAME_MAX 255 57# define NAME_MAX 255
80# define MIN3(x,y, z) (MIN(x, MIN(y,z))) 67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81#endif 68#endif
82 69
83#define MAX_STAT 30 /* The maximum legal value of any stat */ 70#define MAX_STAT 30 /* The maximum legal value of any stat */
84#define MIN_STAT 1 /* The minimum legal value of any stat */ 71#define MIN_STAT 1 /* The minimum legal value of any stat */
72
73//TODO: not only use more reasonable values, also enforce them
74#define MIN_WC -120
75#define MAX_WC 120
76#define MIN_AC -120
77#define MAX_AC 120
78#define MIN_DAM 0
79#define MAX_DAM 200
85 80
86#define MAX_BUF 1024 81#define MAX_BUF 1024
87 /* Used for all kinds of things */ 82 /* Used for all kinds of things */
88#define VERY_BIG_BUF 2048 83#define VERY_BIG_BUF 2048
89#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
95 90
96#define MAX_NAME 48 91#define MAX_NAME 48
97#define MAX_EXT_TITLE 98 92#define MAX_EXT_TITLE 98
98 93
99/* Fatal variables: */ 94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup
100#define OUT_OF_MEMORY 0 96#define OUT_OF_MEMORY 0
101#define MAP_ERROR 1 97#define MAP_ERROR 1
102#define ARCHTABLE_TOO_SMALL 2 98#define ARCHTABLE_TOO_SMALL 2 // unused
103#define TOO_MANY_ERRORS 3 99#define TOO_MANY_ERRORS 3
104 100
105/* TYPE DEFINES */ 101/* TYPE DEFINES */
106 102
107/* Only add new values to this list if somewhere in the program code, 103/* Only add new values to this list if somewhere in the program code,
112 * flags 108 * flags
113 * Also, if you add new entries, try and fill up the holes in this list. 109 * Also, if you add new entries, try and fill up the holes in this list.
114 * Additionally, when you add a new entry, include it in the table in item.c 110 * Additionally, when you add a new entry, include it in the table in item.c
115 */ 111 */
116 112
117/* type 0 will be undefined and shows a non valid type information */ 113/* USED TYPES: (for dead types please look at the bottom of the type
114 * definitions)
115 */
118 116
119#define PLAYER 1 117/* type 0 objects have the default behaviour */
120#define TRANSPORT 2 /* see doc/Developers/objects */ 118
121#define ROD 3 119#define PLAYER 1
120#define TRANSPORT 2 /* see pod/objects.pod */
121#define ROD 3
122#define TREASURE 4 122#define TREASURE 4
123#define POTION 5 123#define POTION 5
124#define FOOD 6 124#define FOOD 6
125#define POISON 7 125#define POISON 7
126#define BOOK 8 126#define BOOK 8
127#define CLOCK 9 127#define CLOCK 9
128 128
129/*#define FBULLET 10 */ 129#define ARROW 13
130 130#define BOW 14
131/*#define FBALL 11 */
132#define LIGHTNING 12
133#define ARROW 13
134#define BOW 14
135#define WEAPON 15 131#define WEAPON 15
136#define ARMOUR 16 132#define ARMOUR 16
137#define PEDESTAL 17 133#define PEDESTAL 17
138#define ALTAR 18 134#define ALTAR 18
139 135
140/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
143#define MAP 22 138#define MAP 22
144#define DOOR 23 139#define DOOR 23
145#define KEY 24 140#define KEY 24
146 141
147/*#define MMISSILE 25 */
148#define TIMED_GATE 26 142#define TIMED_GATE 26
149#define TRIGGER 27 143#define TRIGGER 27
150#define GRIMREAPER 28 144#define GRIMREAPER 28
151#define MAGIC_EAR 29 145#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
153#define TRIGGER_ALTAR 31 147#define TRIGGER_ALTAR 31
154#define TRIGGER_PEDESTAL 32 148#define TRIGGER_PEDESTAL 32
155#define SHIELD 33 149#define SHIELD 33
156#define HELMET 34 150#define HELMET 34
157#define HORN 35 151#define HORN 35
158#define MONEY 36 152#define MONEY 36
159#define CLASS 37 /* object for applying character class modifications to someone */ 153#define CLASS 37 /* object for applying character class modifications to someone */
160#define GRAVESTONE 38 154#define GRAVESTONE 38
161#define AMULET 39 155#define AMULET 39
162#define PLAYERMOVER 40 156#define PLAYERMOVER 40
163#define TELEPORTER 41 157#define TELEPORTER 41
164#define CREATOR 42 158#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 160
167 /* experience for broad skill categories. This value */
168 /* is now automatically converteed at load time. */
169#define EARTHWALL 45 161#define EARTHWALL 45
170#define GOLEM 46 162#define GOLEM 46
171 163
172/*#define BOMB 47 */
173#define THROWN_OBJ 48 164#define THROWN_OBJ 48
174#define BLINDNESS 49 165#define BLINDNESS 49
175#define GOD 50 166#define GOD 50
176
177#define DETECTOR 51 /* peterm: detector is an object */ 167#define DETECTOR 51 /* peterm: detector is an object
178 /* which notices the presense of */ 168 * which notices the presense of
179 /* another object and is triggered */ 169 * another object and is triggered
180 /* like buttons. */ 170 * like buttons.
171 */
181#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 172#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
182 /* force into a player with a specified string WHEN TRIGGERED. */ 173 * force into a player with a specified string WHEN TRIGGERED.
174 */
183#define DEAD_OBJECT 53 175#define DEAD_OBJECT 53
184#define DRINK 54 176#define DRINK 54
185#define MARKER 55 /* inserts an invisible, weightless */ 177#define MARKER 55 /* inserts an invisible, weightless
186 /* force into a player with a specified string. */ 178 * force into a player with a specified string.
179 */
187#define HOLY_ALTAR 56 180#define HOLY_ALTAR 56
188#define PLAYER_CHANGER 57 181#define PLAYER_CHANGER 57
189#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 182#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
190 183
191#define PEACEMAKER 59 /* Object owned by a player which can convert */ 184#define PEACEMAKER 59 /* Object owned by a player which can convert
192 /* a monster into a peaceful being incapable of attack. */ 185 * a monster into a peaceful being incapable of attack.
193#define GEM 60 186 */
187#define GEM 60
194 188
195 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
196#define FIREWALL 62 189#define FIREWALL 62
197#define ANVIL 63 190#define ANVIL 63
198#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
199#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
200 * values of last_sp set how to change: 193 * values of last_sp set how to change:
201 * 0 = furious, all monsters become aggressive 194 * 0 = furious, all monsters become aggressive
202 * 1 = angry, all but friendly become aggressive 195 * 1 = angry, all but friendly become aggressive
203 * 2 = calm, all aggressive monsters calm down 196 * 2 = calm, all aggressive monsters calm down
204 * 3 = sleep, all monsters fall asleep 197 * 3 = sleep, all monsters fall asleep
205 * 4 = charm, monsters become pets */ 198 * 4 = charm, monsters become pets */
206#define EXIT 66 199#define EXIT 66
207#define ENCOUNTER 67 200#define ENCOUNTER 67
208#define SHOP_FLOOR 68 201#define SHOP_FLOOR 68
209#define SHOP_MAT 69 202#define SHOP_MAT 69
210#define RING 70 203#define RING 70
211#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 204#define FLOOR 71 /* this is a floor tile -> native layer 0 */
212#define FLESH 72 /* animal 'body parts' -b.t. */ 205#define FLESH 72 /* animal 'body parts' -b.t. */
213#define INORGANIC 73 /* metals and minerals */ 206#define INORGANIC 73 /* metals and minerals */
214#define SKILL_TOOL 74 /* Allows the use of a skill */ 207#define SKILL_TOOL 74 /* Allows the use of a skill */
215#define LIGHTER 75 208#define LIGHTER 75
216 209
217/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 210#define BUILDABLE_WALL 77 /* this is a buildable wall */
218 * types are not used in any archetypes, and should perhaps be removed.
219 */
220#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
221 211
222#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 212
223#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
224#define MISC_OBJECT 79 /* misc. objects are for objects without a function 213#define MISC_OBJECT 79 /* misc. objects are for objects without a function
225 in the engine. Like statues, clocks, chairs,... 214 in the engine. Like statues, clocks, chairs,...
226 If perhaps we create a function where we can sit 215 If perhaps we create a function where we can sit
227 on chairs, we create a new type and remove all 216 on chairs, we create a new type and remove all
228 chairs from here. */ 217 chairs from here. */
229#define MONSTER 80 218
230 /* yes, thats a real, living creature */ 219#define LAMP 82 /* a lamp */
231#define SPAWN_GENERATOR 81
232 /* a spawn point or monster generator object */
233#define LAMP 82 /* a lamp */
234#define DUPLICATOR 83 /* duplicator/multiplier object */ 220#define DUPLICATOR 83 /* duplicator/multiplier object */
235#define TOOL 84 /* a tool for building objects */ 221
236#define SPELLBOOK 85 222#define SPELLBOOK 85
237#define BUILDFAC 86 /* facilities for building objects */
238#define CLOAK 87
239 223
240/*#define CONE 88 */ 224#define CLOAK 87
241 225
242 /*#define AURA 89 *//* aura spell object */
243
244#define SPINNER 90 226#define SPINNER 90
245#define GATE 91 227#define GATE 91
246#define BUTTON 92 228#define BUTTON 92
247#define CF_HANDLE 93 229#define CF_HANDLE 93
248#define HOLE 94 230#define HOLE 94
249#define TRAPDOOR 95 231#define TRAPDOOR 95
250 232
251/*#define WORD_OF_RECALL 96 */ 233#define SIGN 98
252 234#define BOOTS 99
253/*#define PARAIMAGE 97 */
254#define SIGN 98
255#define BOOTS 99
256#define GLOVES 100 235#define GLOVES 100
257#define SPELL 101 236#define SPELL 101
258#define SPELL_EFFECT 102 237#define SPELL_EFFECT 102
259#define CONVERTER 103 238#define CONVERTER 103
260#define BRACERS 104 239#define BRACERS 104
261#define POISONING 105 240#define POISONING 105
262#define SAVEBED 106 241#define SAVEBED 106
263#define POISONCLOUD 107
264#define FIREHOLES 108
265#define WAND 109
266 242
267/*#define ABILITY 110*/ 243#define WAND 109
244
268#define SCROLL 111 245#define SCROLL 111
269#define DIRECTOR 112 246#define DIRECTOR 112
270#define GIRDLE 113 247#define GIRDLE 113
271#define FORCE 114 248#define FORCE 114
272#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
273#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251
274#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
275#define CONTAINER 122 253#define CONTAINER 122
276#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
277#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
278 256
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139
260
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262
263#define RUNE 154
264#define TRAP 155
265
266#define POWER_CRYSTAL 156
267#define CORPSE 157
268
269#define DISEASE 158
270#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */
273
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */
278
279#define NUM_TYPES 166 // must be max(type) + 1
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
279/* unused: 125 - 129 318/* unused: 125 - 129
280 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
281 */ 320 */
282#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 321//#define CANCELLATION 141 /* not used with new spell code */
283#define DEEP_SWAMP 138 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
284#define IDENTIFY_ALTAR 139 323//#define SWARM_SPELL 153
285
286 /*#define CANCELLATION 141*//* not used with new spell code */
287#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
288
289 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
290
291/*#define SWARM_SPELL 153*/
292#define RUNE 154
293#define TRAP 155
294
295#define POWER_CRYSTAL 156
296#define CORPSE 157
297
298#define DISEASE 158
299#define SYMPTOM 159
300#define BUILDER 160 /* Generic item builder, see subtypes */
301#define MATERIAL 161/* Material for building */
302
303/* #define GPS 162 Ground positionning system, moved to Python plugin */ 324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
304#define ITEM_TRANSFORMER 163/* Transforming one item with another */
305#define QUEST 164/* See below for subtypes */ 325//#define QUEST 164 /* See below for subtypes */
306#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
307 potions, alchemy, or magic works here (elmex) */
308 326
309/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
310 328
311#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
312 330
382#define PU_READABLES 0x00400000 400#define PU_READABLES 0x00400000
383#define PU_MAGIC_DEVICE 0x00800000 401#define PU_MAGIC_DEVICE 0x00800000
384 402
385#define PU_NOT_CURSED 0x01000000 403#define PU_NOT_CURSED 0x01000000
386#define PU_JEWELS 0x02000000 404#define PU_JEWELS 0x02000000
405#define PU_FLESH 0x04000000
387 406
388 407
389/* Instead of using arbitrary constants for indexing the 408/* Instead of using arbitrary constants for indexing the
390 * freearr, add these values. <= SIZEOFFREE1 will get you 409 * freearr, add these values. <= SIZEOFFREE1 will get you
391 * within 1 space. <= SIZEOFFREE2 wll get you withing 410 * within 1 space. <= SIZEOFFREE2 wll get you withing
396#define SIZEOFFREE2 24 415#define SIZEOFFREE2 24
397#define SIZEOFFREE 49 416#define SIZEOFFREE 49
398 417
399#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
400 419
401/* Flag structure now changed. 420/*
402 * Each flag is now a bit offset, starting at zero. The macros
403 * will update/read the appropriate flag element in the object
404 * structure.
405 *
406 * Hopefully, since these offsets are integer constants set at run time,
407 * the compiler will reduce the macros something as simple as the
408 * old system was.
409 *
410 * Flags now have FLAG as the prefix. This to be clearer, and also
411 * to make sure F_ names are not still being used anyplace.
412 *
413 * The macros below assume that the flag size for each element is 32
414 * bits. IF it is smaller, bad things will happen. See structs.h
415 * for more info.
416 *
417 * All functions should use the macros below. In process of converting
418 * to the new system, I find several files that did not use the previous
419 * macros.
420 *
421 * If any FLAG's are or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 422 * common/loader.l is updated.
423 *
424 * flags[0] is 0 to 31
425 * flags[1] is 32 to 63
426 * flags[2] is 64 to 95
427 * flags[3] is 96 to 127
428 */ 423 */
429 424
430/* Basic routines to do above */ 425/* Basic routines to do above */
431#define SET_FLAG(xyz, p) \ 426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
432 ((xyz)->flags[p/32] |= (1U << (p % 32))) 427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
433#define CLEAR_FLAG(xyz, p) \ 428#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
434 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
435#define QUERY_FLAG(xyz, p) \
436 ((xyz)->flags[p/32] & (1U << (p % 32)))
437#define COMPARE_FLAGS(p,q) \
438 ( \
439 ((p)->flags[0] == (q)->flags[0]) && \
440 ((p)->flags[1] == (q)->flags[1]) && \
441 ((p)->flags[2] == (q)->flags[2]) && \
442 ((p)->flags[3] == (q)->flags[3]) \
443 )
444
445/* convenience macros to determine what kind of things we are dealing with */
446
447#define IS_WEAPON(op) \
448 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
449
450#define IS_ARMOR(op) \
451 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
452 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
453 op->type == BRACERS || op->type == GIRDLE)
454
455#define IS_LIVE(op) \
456 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
457 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
458 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459
460#define IS_ARROW(op) \
461 (op->type==ARROW || \
462 (op->type==SPELL_EFFECT && \
463 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
464
465/* This return TRUE if object has still randomitems which
466 * could be expanded.
467 */
468#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
469 429
470/* the flags */ 430/* the flags */
471 431
472#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
473#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
474#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
475#define FLAG_FREED 3 /* Object is in the list of free objects */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
476#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
477#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
478#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
479#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
480 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
481 441
482#define FLAG_NO_PICK 8 /* Object can't be picked up */ 442#define FLAG_NO_PICK 8 /* Object can't be picked up */
483 443
484 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
485
486 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446
487#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
488 448
489 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 449/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
490
491 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451
492#define FLAG_MONSTER 14 /* Will attack players */ 452#define FLAG_MONSTER 14 /* Will attack players */
493#define FLAG_FRIENDLY 15 /* Will help players */ 453#define FLAG_FRIENDLY 15 /* Will help players */
494 454
495#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
496#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
497#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
498 /* Will be applied when created */ 458 /* Will be applied when created */
499#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
500#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
501#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
502#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
503#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
504#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
505 465
506 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
507
508 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
509
510 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469
511#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28
512 /* When (--food<0) the object will exit */ 471 /* When (--food<0) the object will exit */
513#define FLAG_IDENTIFIED 29 472#define FLAG_IDENTIFIED 29
514 /* Player knows full info about item */ 473 /* Player knows full info about item */
515#define FLAG_REFLECTING 30 474#define FLAG_REFLECTING 30
516 /* Object reflects from walls (lightning) */ 475 /* Object reflects from walls (lightning) */
517#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
518 477
519/* Start of values in flags[1] */
520#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
521#define FLAG_HITBACK 33 /* Object will hit back when hit */ 479#define FLAG_HITBACK 33 /* Object will hit back when hit */
522#define FLAG_STARTEQUIP 34 480#define FLAG_STARTEQUIP 34
523 /* Object was given to player at start */ 481 /* Object was given to player at start */
524#define FLAG_BLOCKSVIEW 35 482#define FLAG_BLOCKSVIEW 35
535#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
536#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
537#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
538 but can still attack at a distance */ 496 but can still attack at a distance */
539 497
540 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 498/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
541 thru this object as if it wasn't there */ 499 thru this object as if it wasn't there */
542 500/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544 501
545#define FLAG_PICK_UP 48 /* Can pick up */ 502#define FLAG_PICK_UP 48 /* Can pick up */
546#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
547#define FLAG_NO_DROP 50 /* Object can't be dropped */ 504#define FLAG_NO_DROP 50 /* Object can't be dropped */
548#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
557 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
558#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
559 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
560#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
561#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
562#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
563#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
564#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
565#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
566 523
567/* Start of values in flags[2] */
568#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
569#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 525#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
570#define FLAG_SLEEP 66 /* NPC is sleeping */ 526#define FLAG_SLEEP 66 /* NPC is sleeping */
571#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 527#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
572#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 528#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
585 541
586#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
587#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
588#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
589 545
590/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
591#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
592#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
593 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
594#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
595 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
601#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
602#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
603#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 559#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
604#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 560#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
605 561
606 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 562/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
607 563
608/* Start of values in flags[3] */
609#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 564#define FLAG_NO_STEAL 96 /* Item can't be stolen */
610#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 565#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
611 * away (replaces ghosthit) 566 * away (replaces ghosthit)
612 */ 567 */
613#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 568#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
620 object */ 575 object */
621#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 576#define FLAG_NEUTRAL 100 /* monster is from type neutral */
622#define FLAG_NO_ATTACK 101 /* monster don't attack */ 577#define FLAG_NO_ATTACK 101 /* monster don't attack */
623#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
624#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
625 * load_original_map() */ 580 * load_original_map() */
626#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
627 * the overlay, and is not subject to 582 * the overlay, and is not subject to
628 * decay. */ 583 * decay. */
629#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 584#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
630#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
631#define FLAG_IS_WATER 107 586#define FLAG_IS_WATER 107
632#define FLAG_CONTENT_ON_GEN 108 587#define FLAG_CONTENT_ON_GEN 108
633#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
634#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 589#define FLAG_IS_BUILDABLE 110 /* Can build on item */
635#define FLAG_AFK 111 /* Player is AFK */ 590#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
591#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
592
636#define NUM_FLAGS 111 /* Should always be equal to the last 593#define NUM_FLAGS 113 /* Should always be equal to the last
637 * defined flag. If you change this, 594 * defined flag + 1. If you change this,
638 * make sure you update the flag_links 595 * make sure you update the flag_links
639 * in common/loader.l 596 * in common/loader.l
640 */ 597 */
641 598
642/* Values can go up to 127 before the size of the flags array in the 599/* Values can go up to 127 before the size of the flags array in the
643 * object structure needs to be enlarged. 600 * object structure needs to be enlarged.
644 * So there are 18 available flags slots 601 * So there are 18 available flags slots
645 */ 602 */
646 603
647
648#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
649
650#if 0
651
652/* These should no longer be needed - access move_slow_penalty
653 * directly.
654 */
655# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
656# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
657#endif
658 605
659/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
660 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
661 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
662 */ 609 */
663#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
664#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
665#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
666#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
667 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
668#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
669#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
670#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#define MOVE_ALL 0x3f /* Mask of all movement types */
671
672/* the normal assumption is that objects are walking/flying.
673 * So often we don't want to block movement, but still don't want
674 * to allow all types (swimming is rather specialized) - I also
675 * expect as more movement types show up, this is likely to get
676 * updated. Basically, this is the default for spaces that allow
677 * movement - anything but swimming right now. If you really
678 * want nothing at all, then can always set move_block to 0
679 */
680#define MOVE_BLOCK_DEFAULT MOVE_SWIM
681 620
682/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
683 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
684 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
685 * at anyways. 624 * at anyways.
697 * Add check - if type is 0, don't stop anything from moving 636 * Add check - if type is 0, don't stop anything from moving
698 * onto it. 637 * onto it.
699 * 638 *
700 */ 639 */
701#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 640#define OB_TYPE_MOVE_BLOCK(ob1, type) \
702 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 641 ((type) && (ob1->move_type & type) == ob1->move_type)
703 642
704 643
705#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
706#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
707#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
734#define EXIT_Y(xyz) (xyz)->stats.sp 673#define EXIT_Y(xyz) (xyz)->stats.sp
735#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 674#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
736#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 675#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
737 676
738/* for use by the lighting code */ 677/* for use by the lighting code */
739#define MAX_LIGHT_RADII 4 678#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
740 /* max radii for 'light' object, really
741 * large values allow objects that can 679 * large values allow objects that can
742 * slow down the game */ 680 * slow down the game */
743#define MAX_DARKNESS 5 /* maximum map darkness, there is no 681#define MAX_DARKNESS 5 /* maximum map darkness, there is no
744 * practical reason to exceed this */ 682 * practical reason to exceed this */
745#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 683#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
771#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
772#define FIRE_DIRECTIONAL 0 710#define FIRE_DIRECTIONAL 0
773#define FIRE_POSITIONAL 1 711#define FIRE_POSITIONAL 1
774 712
775/******************************************************************************/ 713/******************************************************************************/
776
777/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
778
779/******************************************************************************/ 715/******************************************************************************/
780
781/* if your monsters start acting wierd, mail me */ 716/* if your monsters start acting wierd, mail me */
782
783/******************************************************************************/ 717/******************************************************************************/
784
785/* the following definitions are for the attack_movement variable in monsters */ 718/* the following definitions are for the attack_movement variable in monsters */
786
787/* if the attack_variable movement is left out of the monster archetype, or is*/ 719/* if the attack_variable movement is left out of the monster archetype, or is*/
788
789/* set to zero */ 720/* set to zero */
790
791/* the standard mode of movement from previous versions of crossfire will be */ 721/* the standard mode of movement from previous versions of crossfire will be */
792
793/* used. the upper four bits of movement data are not in effect when the monst*/ 722/* used. the upper four bits of movement data are not in effect when the monst*/
794
795/* er has an enemy. these should only be used for non agressive monsters. */ 723/* er has an enemy. these should only be used for non agressive monsters. */
796
797/* to program a monsters movement add the attack movement numbers to the movem*/ 724/* to program a monsters movement add the attack movement numbers to the movem*/
798
799/* ment numbers example a monster that moves in a circle until attacked and */ 725/* ment numbers example a monster that moves in a circle until attacked and */
800
801/* then attacks from a distance: */ 726/* then attacks from a distance: */
802
803/* CIRCLE1 = 32 */ 727/* CIRCLE1 = 32 */
804
805/* + DISTATT = 1 */ 728/* + DISTATT = 1 */
806
807/* ------------------- */ 729/* ------------------- */
808
809/* attack_movement = 33 */ 730/* attack_movement = 33 */
810
811/******************************************************************************/ 731/******************************************************************************/
812#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 732#define DISTATT 1 /* move toward a player if far, but mantain some space, */
813 /* attack from a distance - good for missile users only */ 733 /* attack from a distance - good for missile users only */
814#define RUNATT 2 /* run but attack if player catches up to object */ 734#define RUNATT 2 /* run but attack if player catches up to object */
815#define HITRUN 3 /* run to then hit player then run away cyclicly */ 735#define HITRUN 3 /* run to then hit player then run away cyclicly */
849 /* changing directions */ 769 /* changing directions */
850 /* this is VERTICAL movement */ 770 /* this is VERTICAL movement */
851#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
852#define HI4 240 772#define HI4 240
853 773
854/*
855 * Use of the state-variable in player objects:
856 */
857
858#define ST_PLAYING 0
859#define ST_PLAY_AGAIN 1
860#define ST_ROLL_STAT 2
861#define ST_CHANGE_CLASS 3
862#define ST_CONFIRM_QUIT 4
863#define ST_CONFIGURE 5
864#define ST_GET_NAME 6
865#define ST_GET_PASSWORD 7
866#define ST_CONFIRM_PASSWORD 8
867#define ST_GET_PARTY_PASSWORD 10
868
869#define BLANK_FACE_NAME "blank.111" 774#define BLANK_FACE_NAME "blank.x11"
870#define EMPTY_FACE_NAME "empty.111" 775#define EMPTY_FACE_NAME "empty.x11"
871#define DARK_FACE1_NAME "dark1.111"
872#define DARK_FACE2_NAME "dark2.111"
873#define DARK_FACE3_NAME "dark3.111"
874#define SMOOTH_FACE_NAME "default_smoothed.111"
875 776
876/* 777/*
877 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
878 */ 779 */
879 780
969 } 870 }
970 871
971/* Flags for apply_special() */ 872/* Flags for apply_special() */
972enum apply_flag 873enum apply_flag
973{ 874{
974 /* Basic flags, always use one of these */ 875 /* Basic flags/mode, always use one of these */
975 AP_NULL = 0, 876 AP_TOGGLE = 0,
976 AP_APPLY = 1, 877 AP_APPLY = 1,
977 AP_UNAPPLY = 2, 878 AP_UNAPPLY = 2,
978 879
979 AP_BASIC_FLAGS = 15, 880 AP_BASIC_FLAGS = 0x0f,
980 881
981 /* Optional flags, for bitwise or with a basic flag */ 882 /* Optional flags, for bitwise or with a basic flag */
982 AP_NO_MERGE = 16, 883 AP_NO_MERGE = 0x10,
983 AP_IGNORE_CURSE = 32, 884 AP_IGNORE_CURSE = 0x20,
984 AP_PRINT = 64 /* Print what to do, don't actually do it */ 885 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
985 /* Note this is supported in all the functions */ 886 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
986}; 887};
987 888
988/* Bitmask values for 'can_apply_object()' return values. 889/* Bitmask values for 'can_apply_object()' return values.
989 * the CAN_APPLY_ prefix is to just note what function the 890 * the CAN_APPLY_ prefix is to just note what function the
990 * are returned from. 891 * are returned from.
1017#define CAN_APPLY_UNAPPLY 0x10 918#define CAN_APPLY_UNAPPLY 0x10
1018#define CAN_APPLY_UNAPPLY_MULT 0x20 919#define CAN_APPLY_UNAPPLY_MULT 0x20
1019#define CAN_APPLY_UNAPPLY_CHOICE 0x40 920#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1020 921
1021/* Cut off point of when an object is put on the active list or not */ 922/* Cut off point of when an object is put on the active list or not */
1022#define MIN_ACTIVE_SPEED 0.00001 923#define MIN_ACTIVE_SPEED 1e-5
1023 924
1024/* 925#define RANDOM() (rndm.next () & 0xffffffU)
1025 * random() is much better than rand(). If you have random(), use it instead. 926#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
1026 * You shouldn't need to change any of this
1027 *
1028 * 0.93.3: It looks like linux has random (previously, it was set below
1029 * to use rand). Perhaps old version of linux lack rand? IF you run into
1030 * problems, add || defined(__linux__) the #if immediately below.
1031 *
1032 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1033 * here.
1034 */
1035
1036#ifdef HAVE_SRANDOM
1037# define RANDOM() random()
1038# define SRANDOM(xyz) srandom(xyz)
1039#else
1040# ifdef HAVE_SRAND48
1041# define RANDOM() lrand48()
1042# define SRANDOM(xyz) srand48(xyz)
1043# else
1044# ifdef HAVE_SRAND
1045# define RANDOM() rand()
1046# define SRANDOM(xyz) srand(xyz)
1047# else
1048# error "Could not find a usable random routine"
1049# endif
1050# endif
1051#endif
1052 927
1053/* Returns the weight of the given object. Note: it does not take the number of 928/* Returns the weight of the given object. Note: it does not take the number of
1054 * items (nrof) into account. 929 * items (nrof) into account.
1055 */ 930 */
1056#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 931#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1070#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 945#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1071#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 946#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1072#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 947#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1073#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 948#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1074 949
1075 /* You may uncomment following define to check sanity of code.
1076 * But use as debug only (loses all speed gained by those macros)
1077 */
1078
1079/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1080 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1081
1082
1083
1084
1085
1086
1087
1088/* 950/*
1089 * Warning! 951 * Warning!
1090 * If you add message types here, don't forget 952 * If you add message types here, don't forget
1091 * to keep the client up to date too! 953 * to keep the client up to date too!
1092 */ 954 */
1093
1094 955
1095/* message types */ 956/* message types */
1096#define MSG_TYPE_BOOK 1 957#define MSG_TYPE_BOOK 1
1097#define MSG_TYPE_CARD 2 958#define MSG_TYPE_CARD 2
1098#define MSG_TYPE_PAPER 3 959#define MSG_TYPE_PAPER 3

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