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Comparing deliantra/server/include/define.h (file contents):
Revision 1.25 by elmex, Wed Dec 20 13:07:13 2006 UTC vs.
Revision 1.125 by root, Thu Apr 8 22:28:29 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52
53/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x))
55 41
56#ifdef __NetBSD__ 42#ifdef __NetBSD__
57# include <sys/param.h> 43# include <sys/param.h>
58#endif 44#endif
59#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65 45
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXLEVEL 115 // for treasure calculations only
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70 47
71/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
72#ifndef MAX3 49#define NAME_LEN 127
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 50
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
83 53
54#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
84#define MAX_BUF 1024 60#define MAX_AC 120
85 /* Used for all kinds of things */ 61#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 62#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 63#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 64#define MAX_DIGESTION 70
89 65
90#define FONTSIZE 3000 /* Max chars in font */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 67
94#define MAX_NAME 48 68#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 69
97/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
98#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2
101#define TOO_MANY_ERRORS 3
102 71
103/* TYPE DEFINES */ 72/* TYPE DEFINES */
104 73
105/* Only add new values to this list if somewhere in the program code, 74/* Only add new values to this list if somewhere in the program code,
106 * it is actually needed. Just because you add a new monster does not 75 * it is actually needed. Just because you add a new monster does not
110 * flags 79 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 80 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 81 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 82 */
114 83
115/* type 0 will be undefined and shows a non valid type information */ 84/* USED TYPES: (for dead types please look at the bottom of the type
85 * definitions)
86 */
87
88/* type 0 objects have the default behaviour */
116 89
117#define PLAYER 1 90#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 91#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 92#define ROD 3
120#define TREASURE 4 93#define TREASURE 4
121#define POTION 5 94#define POTION 5
122#define FOOD 6 95#define FOOD 6
123#define POISON 7 96#define POISON 7
124#define BOOK 8 97#define BOOK 8
125#define CLOCK 9 98#define CLOCK 9
126 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
127/*#define FBULLET 10 */ 100#define RANGED 11 // deliantra: other range item (skill based)
128/*#define FBALL 11 */ 101//12
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 102#define ARROW 13
132#define BOW 14 103#define BOW 14
133#define WEAPON 15 104#define WEAPON 15
134#define ARMOUR 16 105#define ARMOUR 16
135#define PEDESTAL 17 106#define PEDESTAL 17
136#define ALTAR 18 107#define ALTAR 18
137 108#define T_MATCH 19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 109#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
142#define MAP 22 111#define MAP 22
143#define DOOR 23 112#define DOOR 23
144#define KEY 24 113#define KEY 24
145 114//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 115#define TIMED_GATE 26
149#define TRIGGER 27 116#define TRIGGER 27
150#define GRIMREAPER 28 117#define GRIMREAPER 28
151#define MAGIC_EAR 29 118#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 119#define TRIGGER_BUTTON 30
161#define AMULET 39 128#define AMULET 39
162#define PLAYERMOVER 40 129#define PLAYERMOVER 40
163#define TELEPORTER 41 130#define TELEPORTER 41
164#define CREATOR 42 131#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 133//44
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 134#define EARTHWALL 45
173#define GOLEM 46 135#define GOLEM 46
174 136//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 137#define THROWN_OBJ 48
177#define BLINDNESS 49 138#define BLINDNESS 49
178#define GOD 50 139#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 141 * which notices the presense of
195 156
196#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
198 */ 159 */
199#define GEM 60 160#define GEM 60
200 161//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 162#define FIREWALL 62
204#define ANVIL 63 163#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 164#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 165#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 166 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 167 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 168 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 169 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 170 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 171 * 4 = charm, monsters become pets
172 * 5 = destroy monsters
173 * 6 = destroy pets / friendlies
174 */
213#define EXIT 66 175#define EXIT 66
214#define ENCOUNTER 67 176#define ENCOUNTER 67
215#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
216#define SHOP_MAT 69 178#define SHOP_MAT 69
217#define RING 70 179#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
219#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 184#define LIGHTER 75
223 185//76
224/* random crossfire developer: The trap_part, wall, light_source,
225 * misc_object, monster, and spawn_generator
226 * types are not used in any archetypes,
227 * and should perhaps be removed.
228 *
229 * Wed Dec 20 13:35:24 CET 2006:
230 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
231 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
232 * renamed WALL to BUILDABLE_WALL.
233 */
234
235//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
236
237#define BUILDABLE_WALL 77 /* this is a buildable wall */ 186#define BUILDABLE_WALL 77 /* this is a buildable wall */
238 187//78
239//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
240
241#define MISC_OBJECT 79 /* misc. objects are for objects without a function 188#define MISC_OBJECT 79 /* misc. objects are for objects without a function
242 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
243 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
244 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
245 chairs from here. */ 192 chairs from here. */
246//#define MONSTER 80 /* yes, thats a real, living creature */ 193//80
247//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 194#define TORCH 81 /* a torch */
248
249#define LAMP 82 /* a lamp */ 195#define LAMP 82 /* a lamp */
250#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
251#define TOOL 84 /* a tool for building objects */ 197//84
252#define SPELLBOOK 85 198#define SPELLBOOK 85
253#define BUILDFAC 86 /* facilities for building objects */ 199//86
254#define CLOAK 87 200#define CLOAK 87
255 201//88
256/*#define CONE 88 */ 202//89
257/*#define AURA 89 */ /* aura spell object */
258
259#define SPINNER 90 203#define SPINNER 90
260#define GATE 91 204#define GATE 91
261#define BUTTON 92 205#define BUTTON 92
262#define CF_HANDLE 93 206#define T_HANDLE 93
263#define HOLE 94 207#define HOLE 94
264#define TRAPDOOR 95 208#define TRAPDOOR 95
265 209#define RUNE 96
266/*#define WORD_OF_RECALL 96 */
267/*#define PARAIMAGE 97 */ 210#define TRAP 97
268
269#define SIGN 98 211#define SIGN 98
270#define BOOTS 99 212#define BOOTS 99
271#define GLOVES 100 213#define GLOVES 100
272#define SPELL 101 214#define SPELL 101
273#define SPELL_EFFECT 102 215#define SPELL_EFFECT 102
274#define CONVERTER 103 216#define CONVERTER 103
275#define BRACERS 104 217#define BRACERS 104
276#define POISONING 105 218#define POISONING 105
277#define SAVEBED 106 219#define SAVEBED 106
278#define POISONCLOUD 107
279#define FIREHOLES 108 220#define DISEASE 107
221//108
280#define WAND 109 222#define WAND 109
281 223#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
282/*#define ABILITY 110*/
283#define SCROLL 111 224#define SCROLL 111
284#define DIRECTOR 112 225#define DIRECTOR 112
285#define GIRDLE 113 226#define GIRDLE 113
286#define FORCE 114 227#define FORCE 114
287#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 228#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
288#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 229#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
289 230//117
231//118
232//119
233//120
290#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 234#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
291#define CONTAINER 122 235#define CONTAINER 122
292#define ARMOUR_IMPROVER 123 236#define ARMOUR_IMPROVER 123
293#define WEAPON_IMPROVER 124 237#define WEAPON_IMPROVER 124
294 238//125
295/* unused: 125 - 129 239//126
296 * type 125 was MONEY_CHANGER 240//127
297 */ 241//128
298 242//129
299#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 243#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
244//131
245//132
246//133
247//134
248//135
249//136
250//137
300#define DEEP_SWAMP 138 251#define DEEP_SWAMP 138
301#define IDENTIFY_ALTAR 139 252#define IDENTIFY_ALTAR 139
302 253//140
303/*#define CANCELLATION 141 */ /* not used with new spell code */ 254//141
304 255//142
256//143
257//144
258//145
259//146
260//147
261//148
262//149
305#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
306 264//151
307/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 265//152
308/*#define SWARM_SPELL 153*/ 266//153
309 267//154
310#define RUNE 154 268//155
311#define TRAP 155
312
313#define POWER_CRYSTAL 156 269#define POWER_CRYSTAL 156
314#define CORPSE 157 270#define CORPSE 157
315 271//158
316#define DISEASE 158
317#define SYMPTOM 159 272#define SYMPTOM 159
318#define BUILDER 160 /* Generic item builder, see subtypes */ 273#define BUILDER 160 /* Generic item builder, see subtypes */
319#define MATERIAL 161 /* Material for building */ 274#define MATERIAL 161 /* Material for building */
320 275//162
321/* #define GPS 162 Ground positionning system, moved to Python plugin */
322#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
323 277#define MAPSCRIPT 164 /* A perl-scripted connectable */
324/*#define QUEST 164 */ /* See below for subtypes */
325
326#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
327 potions, alchemy, or magic works here (elmex) */ 279 potions, alchemy, or magic works here (elmex) */
328 280
281#define NUM_TYPES 166 // must be max(type) + 1
282
329/* END TYPE DEFINE */ 283/* END TYPE DEFINE */
330 284
285typedef std::bitset<NUM_TYPES> typeset;
286
287/* These are the items that currently can change digestion, regeneration,
288 * spell point recovery and mana point recovery. Seems sort of an arbitary
289 * list, but other items store other info into stats array.
290 * As a special exception, bows use stats.sp for their own purposes.
291 */
292static const struct digest_types : typeset
293{
294 digest_types ()
295 {
296 set (WEAPON);
297 set (BOW);
298 set (ARMOUR);
299 set (HELMET);
300 set (SHIELD);
301 set (RING);
302 set (BOOTS);
303 set (GLOVES);
304 set (AMULET);
305 set (GIRDLE);
306 set (BRACERS);
307 set (CLOAK);
308 set (DISEASE);
309 set (FORCE);
310 set (SKILL);
311 }
312} digest_types;
313
331#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 314// maximum supported subtype number + 1, can be increased to 256
315// currently (2007-09) in use: 50
316#define NUM_SUBTYPES 64
332 317
333/* Subtypes for BUILDER */ 318/* Subtypes for BUILDER */
334#define ST_BD_BUILD 1 /* Builds an item */ 319#define ST_BD_BUILD 1 /* Builds an item */
335#define ST_BD_REMOVE 2 /* Removes an item */ 320#define ST_BD_REMOVE 2 /* Removes an item */
336 321
337/* Subtypes for MATERIAL */ 322/* Subtypes for MATERIAL */
338#define ST_MAT_FLOOR 1 /* Floor */ 323#define ST_MAT_FLOOR 1 /* Floor */
339#define ST_MAT_WALL 2 /* Wall */ 324#define ST_MAT_WALL 2 /* Wall */
340#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 325#define ST_MAT_ITEM 3 /* All other items, including doors & such */
371#define PU_NOTHING 0x00000000 356#define PU_NOTHING 0x00000000
372 357
373#define PU_DEBUG 0x10000000 358#define PU_DEBUG 0x10000000
374#define PU_INHIBIT 0x20000000 359#define PU_INHIBIT 0x20000000
375#define PU_STOP 0x40000000 360#define PU_STOP 0x40000000
376#define PU_NEWMODE 0x80000000 361#define PU_ENABLE 0x80000000 // used to distinguish value density
377 362
378#define PU_RATIO 0x0000000F 363#define PU_RATIO 0x0000000F
379 364
380#define PU_FOOD 0x00000010 365#define PU_FOOD 0x00000010
381#define PU_DRINK 0x00000020 366#define PU_DRINK 0x00000020
411 * freearr, add these values. <= SIZEOFFREE1 will get you 396 * freearr, add these values. <= SIZEOFFREE1 will get you
412 * within 1 space. <= SIZEOFFREE2 wll get you withing 397 * within 1 space. <= SIZEOFFREE2 wll get you withing
413 * 2 spaces, and the entire array (< SIZEOFFREE) is 398 * 2 spaces, and the entire array (< SIZEOFFREE) is
414 * three spaces 399 * three spaces
415 */ 400 */
401#define SIZEOFFREE0 0
416#define SIZEOFFREE1 8 402#define SIZEOFFREE1 8
417#define SIZEOFFREE2 24 403#define SIZEOFFREE2 24
404#define SIZEOFFREE3 48
418#define SIZEOFFREE 49 405#define SIZEOFFREE 49
419 406
420#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 407#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
421 408
422/* 409/*
423 * If any FLAG's are added or changed, make sure the flag_names structure in 410 * If any FLAG's are added or changed, make sure the flag_names structure in
424 * common/loader.l is updated. 411 * common/loader.C is updated.
425 */ 412 */
426 413
427/* Basic routines to do above */ 414/* Basic routines to do above */
428#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 415#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
429#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 416#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
430#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 417#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
431 418
432/* the flags */ 419/* the flags */
433 420
434#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
435#define FLAG_WIZ 1 /* Object has special privilegies */ 422#define FLAG_WIZ 1 /* Object has special privilegies */
436#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 423#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
437#define FLAG_FREED 3 /* Object is in the list of free objects */ 424#define FLAG_FREED 3 /* Object is in the list of free objects */
438#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 425#define FLAG_WIZLOOK 4 /* disable los and lighting */
439#define FLAG_APPLIED 5 /* Object is ready for use by living */ 426#define FLAG_APPLIED 5 /* Object is ready for use by living */
440#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
441#define FLAG_USE_SHIELD 7 428#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
442 /* Can this creature use a shield? */ 429
443
444#define FLAG_NO_PICK 8 /* Object can't be picked up */ 430#define FLAG_NO_PICK 8 /* Object can't be picked up */
445 431/*#define FLAG_WALK_ON 9*/
446 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 432/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447 433
448 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 434#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
450 435
451 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 436/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
452 437/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
453 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 438#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
439
454#define FLAG_MONSTER 14 /* Will attack players */ 440#define FLAG_MONSTER 14 /* Will attack players */
455#define FLAG_FRIENDLY 15 /* Will help players */ 441#define FLAG_FRIENDLY 15 /* Will help players */
456
457#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 442#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
458#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 443#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
459#define FLAG_AUTO_APPLY 18 444#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
460 /* Will be applied when created */ 445#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
461 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
462#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 446#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
463#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 447#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
464#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 448#define FLAG_CAN_ROLL 22 /* Object can be rolled */
465#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 449#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
466#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 450#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
467 451
468 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 452/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
469 453/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
470 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
471
472 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 454/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
473#define FLAG_IS_USED_UP 28 455
474 /* When (--food<0) the object will exit */ 456#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
475#define FLAG_IDENTIFIED 29 457#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
476 /* Player knows full info about item */ 458#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
477#define FLAG_REFLECTING 30 459#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
478 /* Object reflects from walls (lightning) */
479#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
480
481/* Start of values in flags[1] */
482#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
483#define FLAG_HITBACK 33 /* Object will hit back when hit */ 461#define FLAG_HITBACK 33 /* Object will hit back when hit */
484#define FLAG_STARTEQUIP 34 462#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
485 /* Object was given to player at start */ 463#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
486#define FLAG_BLOCKSVIEW 35
487 /* Object blocks view */
488#define FLAG_UNDEAD 36 /* Monster is undead */ 464#define FLAG_UNDEAD 36 /* Monster is undead */
489#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 465#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
490#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 466#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
491#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 467#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
492 468#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
493#define FLAG_REFL_SPELL 40 469
494 /* Spells (some) will reflect from object */
495#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 470#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
496#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 471//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
497#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 472#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
498#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 473#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
499#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 474#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
500 but can still attack at a distance */ 475 but can still attack at a distance */
501 476
502 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 477/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
503 thru this object as if it wasn't there */ 478 thru this object as if it wasn't there */
504 479/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
505 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 480
506
507#define FLAG_PICK_UP 48 /* Can pick up */ 481#define FLAG_PICK_UP 48 /* Can pick up */
508#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 482#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
509#define FLAG_NO_DROP 50 /* Object can't be dropped */ 483#define FLAG_NO_DROP 50 /* Object can't be dropped */
510#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 484#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
511#define FLAG_CAST_SPELL 52 485
512 /* (Monster) can learn and cast spells */ 486#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
513#define FLAG_USE_SCROLL 53 487#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
514 /* (Monster) can read scroll */
515#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 488#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
516#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 489#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
517 490#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_ARMOUR 56 491#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
519 /* (Monster) can wear armour/shield/helmet */
520#define FLAG_USE_WEAPON 57
521 /* (Monster) can wield weapons */
522#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 492#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
523#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 493#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
524#define FLAG_READY_BOW 60 /* not implemented yet */ 494#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
495
525#define FLAG_XRAYS 61 /* X-ray vision */ 496#define FLAG_XRAYS 61 /* X-ray vision */
526#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 497#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
527#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 498#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
528 499
529/* Start of values in flags[2] */
530#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 500#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
531#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 501#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
532#define FLAG_SLEEP 66 /* NPC is sleeping */ 502#define FLAG_SLEEP 66 /* NPC is sleeping */
533#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 503#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
534#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 504#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
535#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 505#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
536#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 506#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
537#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 507#define FLAG_STEALTH 71 /* Will wake monsters with less range */
538 508
539#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 509#define FLAG_WIZPASS 72 /* The wizard can go through walls */
540#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 510#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
541#define FLAG_CURSED 74 /* The object is cursed */ 511#define FLAG_CURSED 74 /* The object is cursed */
542#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 512#define FLAG_DAMNED 75 /* The object is _very_ cursed */
543#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 513#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
544#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 514#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
545#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 515#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
546#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 516#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
547 517
548#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 518#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
549#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 519#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
550#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 520#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
551 521
552/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 522#define FLAG_PRECIOUS 83 // object is precious (pets)
553#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 523#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
554#define FLAG_MAKE_INVIS 85 524#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
555 /* (Item) gives invisibility when applied */ 525#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
556#define FLAG_INV_LOCKED 86 526
557 /* Item will not be dropped from inventory */
558#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 527#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
559
560#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 528#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
561#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 529#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
562#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 530#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
563#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 531#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
564#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 532#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
565#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 533#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
566#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 534#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
567 535
568 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 536/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
569 537
570/* Start of values in flags[3] */
571#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 538#define FLAG_NO_STEAL 96 /* Item can't be stolen */
572#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 539#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
573 * away (replaces ghosthit) 540 * away (replaces ghosthit)
574 */ 541 */
575#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 542#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
576 * detect cases were the server is trying
577 * to send an upditem when we have not
578 * actually sent the item.
579 */ 543
580
581#define FLAG_BERSERK 99 /* monster will attack closest living 544#define FLAG_BERSERK 99 /* monster will attack closest living
582 object */ 545 object */
583#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 546#define FLAG_NEUTRAL 100 /* monster is from type neutral */
584#define FLAG_NO_ATTACK 101 /* monster don't attack */ 547#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
585#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 548#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
586#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 549#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
587 * load_original_map() */ 550 * load_original_map() */
588#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 551#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
589 * the overlay, and is not subject to
590 * decay. */
591#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 552#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
592#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 553#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
593#define FLAG_IS_WATER 107 554#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
594#define FLAG_CONTENT_ON_GEN 108 555#define FLAG_CONTENT_ON_GEN 108
595#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 556#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
596#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 557#define FLAG_IS_BUILDABLE 110 /* Can build on item */
597#define FLAG_AFK 111 /* Player is AFK */ 558#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
559#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
560
598#define NUM_FLAGS 111 /* Should always be equal to the last 561#define NUM_FLAGS 113 /* Should always be equal to the last
599 * defined flag. If you change this, 562 * defined flag + 1. If you change this,
600 * make sure you update the flag_links 563 * make sure you update the flag_links
601 * in common/loader.l 564 * in common/loader.l
602 */ 565 */
603
604/* Values can go up to 127 before the size of the flags array in the
605 * object structure needs to be enlarged.
606 * So there are 18 available flags slots
607 */
608
609
610#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
611
612#if 0
613
614/* These should no longer be needed - access move_slow_penalty
615 * directly.
616 */
617# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
618# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
619#endif
620 566
621/* If you add new movement types, you may need to update 567/* If you add new movement types, you may need to update
622 * describe_item() so properly describe those types. 568 * describe_item() so properly describe those types.
623 * change_abil() probably should be updated also. 569 * change_abil() probably should be updated also.
624 */ 570 */
625#define MOVE_WALK 0x1 /* Object walks */ 571#define MOVE_WALK 0x01 /* Object walks */
626#define MOVE_FLY_LOW 0x2 /* Low flying object */ 572#define MOVE_FLY_LOW 0x02 /* Low flying object */
627#define MOVE_FLY_HIGH 0x4 /* High flying object */ 573#define MOVE_FLY_HIGH 0x04 /* High flying object */
628#define MOVE_FLYING 0x6 574#define MOVE_FLYING 0x06
629 /* Combo of fly_low and fly_high */ 575 /* Combo of fly_low and fly_high */
630#define MOVE_SWIM 0x8 /* Swimming object */ 576#define MOVE_SWIM 0x08 /* Swimming object */
631#define MOVE_BOAT 0x10 /* Boats/sailing */ 577#define MOVE_BOAT 0x10 /* Boats/sailing */
578#define MOVE_SHIP 0x20 /* boats suitable for oceans */
579
632#define MOVE_ALL 0x1f /* Mask of all movement types */ 580#define MOVE_ALL 0x3f /* Mask of all movement types */
633
634/* the normal assumption is that objects are walking/flying.
635 * So often we don't want to block movement, but still don't want
636 * to allow all types (swimming is rather specialized) - I also
637 * expect as more movement types show up, this is likely to get
638 * updated. Basically, this is the default for spaces that allow
639 * movement - anything but swimming right now. If you really
640 * want nothing at all, then can always set move_block to 0
641 */
642#define MOVE_BLOCK_DEFAULT MOVE_SWIM
643 581
644/* typdef here to define type large enough to hold bitmask of 582/* typdef here to define type large enough to hold bitmask of
645 * all movement types. Make one declaration so easy to update. 583 * all movement types. Make one declaration so easy to update.
646 * uint8 is defined yet, so just use what that would define it
647 * at anyways.
648 */ 584 */
649typedef unsigned char MoveType; 585typedef unsigned char MoveType;
650 586
651/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 587/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
652 * Basically, ob2 has to block all of ob1 movement types. 588 * Basically, ob2 has to block all of ob1 movement types.
659 * Add check - if type is 0, don't stop anything from moving 595 * Add check - if type is 0, don't stop anything from moving
660 * onto it. 596 * onto it.
661 * 597 *
662 */ 598 */
663#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 599#define OB_TYPE_MOVE_BLOCK(ob1, type) \
664 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 600 ((type) && (ob1->move_type & type) == ob1->move_type)
665 601
666
667#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
668#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
669#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 602#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
670
671/* Note: These values are only a default value, resizing can change them */
672#define INV_SIZE 12 /* How many items can be viewed in inventory */
673#define LOOK_SIZE 6 /* ditto, but for the look-window */
674#define MAX_INV_SIZE 40 /* For initializing arrays */
675#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
676
677#define EDITABLE(xyz) ((xyz)->arch->editable)
678
679#define E_MONSTER 0x00000001
680#define E_EXIT 0x00000002
681#define E_TREASURE 0x00000004
682#define E_BACKGROUND 0x00000008
683#define E_DOOR 0x00000010
684#define E_SPECIAL 0x00000020
685#define E_SHOP 0x00000040
686#define E_NORMAL 0x00000080
687#define E_FALSE_WALL 0x00000100
688#define E_WALL 0x00000200
689#define E_EQUIPMENT 0x00000400
690#define E_OTHER 0x00000800
691#define E_ARTIFACT 0x00001000
692 603
693#define EXIT_PATH(xyz) (xyz)->slaying 604#define EXIT_PATH(xyz) (xyz)->slaying
694#define EXIT_LEVEL(xyz) (xyz)->stats.food 605#define EXIT_LEVEL(xyz) (xyz)->stats.food
695#define EXIT_X(xyz) (xyz)->stats.hp 606#define EXIT_X(xyz) (xyz)->stats.hp
696#define EXIT_Y(xyz) (xyz)->stats.sp 607#define EXIT_Y(xyz) (xyz)->stats.sp
697#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 608#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
698#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 609#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
699 610
700/* for use by the lighting code */ 611/* for use by the lighting code */
701#define MAX_LIGHT_RADII 4 612#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
702 /* max radii for 'light' object, really
703 * large values allow objects that can 613 * large values allow objects that can
704 * slow down the game */ 614 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 615#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 616 * practical reason to exceed this */
617#define LOS_MAX 4 /* max. los value for non-blocked spaces */
618#define LOS_BLOCKED 100 /* fully blocked spaces */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 619#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius; 620 MAX_LIGHT_RADII : (xyz)->glow_radius;
621// player position in blocked_los code
622#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
623#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
624
709 625
710#define F_BUY 0 626#define F_BUY 0
711#define F_SELL 1 627#define F_SELL 1
712#define F_TRUE 2 /* True value of item, unadjusted */ 628#define F_TRUE 2 /* True value of item, unadjusted */
713#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 629#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
717#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 633#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718 634
719#define DIRX(xyz) freearr_x[(xyz)->direction] 635#define DIRX(xyz) freearr_x[(xyz)->direction]
720#define DIRY(xyz) freearr_y[(xyz)->direction] 636#define DIRY(xyz) freearr_y[(xyz)->direction]
721 637
722#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
723#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
724
725#define ARMOUR_SPEED(xyz) (xyz)->last_sp 638#define ARMOUR_SPEED(xyz) (xyz)->last_sp
726#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 639#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
727#define WEAPON_SPEED(xyz) (xyz)->last_sp 640#define WEAPON_SPEED(xyz) (xyz)->last_sp
728 641
729/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 642/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
730 each of them signed char, concatenated in a int16 */ 643 each of them signed char, concatenated in a int16 */
731#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 644#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
732#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 645#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
733#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 646#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
647
734#define FIRE_DIRECTIONAL 0 648#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 649#define FIRE_POSITIONAL 1
736 650
737/******************************************************************************/ 651/******************************************************************************/
738
739/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 652/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
740
741/******************************************************************************/ 653/******************************************************************************/
742
743/* if your monsters start acting wierd, mail me */ 654/* if your monsters start acting wierd, mail me */
744
745/******************************************************************************/ 655/******************************************************************************/
746
747/* the following definitions are for the attack_movement variable in monsters */ 656/* the following definitions are for the attack_movement variable in monsters */
748
749/* if the attack_variable movement is left out of the monster archetype, or is*/ 657/* if the attack_variable movement is left out of the monster archetype, or is*/
750
751/* set to zero */ 658/* set to zero */
752
753/* the standard mode of movement from previous versions of crossfire will be */ 659/* the standard mode of movement from previous versions of crossfire will be */
754
755/* used. the upper four bits of movement data are not in effect when the monst*/ 660/* used. the upper four bits of movement data are not in effect when the monst*/
756
757/* er has an enemy. these should only be used for non agressive monsters. */ 661/* er has an enemy. these should only be used for non agressive monsters. */
758
759/* to program a monsters movement add the attack movement numbers to the movem*/ 662/* to program a monsters movement add the attack movement numbers to the movem*/
760
761/* ment numbers example a monster that moves in a circle until attacked and */ 663/* ment numbers example a monster that moves in a circle until attacked and */
762
763/* then attacks from a distance: */ 664/* then attacks from a distance: */
764
765/* CIRCLE1 = 32 */ 665/* CIRCLE1 = 32 */
766
767/* + DISTATT = 1 */ 666/* + DISTATT = 1 */
768
769/* ------------------- */ 667/* ------------------- */
770
771/* attack_movement = 33 */ 668/* attack_movement = 33 */
772
773/******************************************************************************/ 669/******************************************************************************/
774#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 670#define DISTATT 1 /* move toward a player if far, but mantain some space, */
775 /* attack from a distance - good for missile users only */ 671 /* attack from a distance - good for missile users only */
776#define RUNATT 2 /* run but attack if player catches up to object */ 672#define RUNATT 2 /* run but attack if player catches up to object */
777#define HITRUN 3 /* run to then hit player then run away cyclicly */ 673#define HITRUN 3 /* run to then hit player then run away cyclicly */
778#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 674#define WAITATT 4 /* wait for player to approach then hit, move if hit */
779#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 675#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
780#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 676#define ALLRUN 6 /* always run never attack good for sim. of weak player */
781#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 677#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
782#define WAIT2 8 /* monster does not try to move towards player if far */ 678#define WAIT2 8 /* monster does not try to move towards player if far */
783 /* maintains comfortable distance */ 679 /* maintains comfortable distance */
680
784#define PETMOVE 16 /* if the upper four bits of attack_movement */ 681#define PETMOVE 16 /* if the upper four bits of attack_movement */
785 /* are set to this number, the monster follows a player */ 682 /* are set to this number, the monster follows a player */
786 /* until the owner calls it back or off */ 683 /* until the owner calls it back or off */
787 /* player followed denoted by 0b->owner */ 684 /* player followed denoted by 0b->owner */
788 /* the monster will try to attack whatever the player is */ 685 /* the monster will try to attack whatever the player is */
789 /* attacking, and will continue to do so until the owner */ 686 /* attacking, and will continue to do so until the owner */
790 /* calls off the monster - a key command will be */ 687 /* calls off the monster - a key command will be */
791 /* inserted to do so */ 688 /* inserted to do so */
792#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 689#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
793 /* are set to this number, the monster will move in a */ 690 /* are set to this number, the monster will move in a */
794 /* circle until it is attacked, or the enemy field is */ 691 /* circle until it is attacked, or the enemy field is */
795 /* set, this is good for non-aggressive monsters and NPC */ 692 /* set, this is good for non-aggressive monsters and NPC */
796#define CIRCLE2 48 /* same as above but a larger circle is used */ 693#define CIRCLE2 48 /* same as above but a larger circle is used */
797#define PACEH 64 /* The Monster will pace back and forth until attacked */ 694#define PACEH 64 /* The Monster will pace back and forth until attacked */
798 /* this is HORIZONTAL movement */ 695 /* this is HORIZONTAL movement */
799#define PACEH2 80 /* the monster will pace as above but the length of the */ 696#define PACEH2 80 /* the monster will pace as above but the length of the */
800 /* pace area is longer and the monster stops before */ 697 /* pace area is longer and the monster stops before */
801 /* changing directions */ 698 /* changing directions */
802 /* this is HORIZONTAL movement */ 699 /* this is HORIZONTAL movement */
803#define RANDO 96 /* the monster will go in a random direction until */ 700#define RANDO 96 /* the monster will go in a random direction until */
804 /* it is stopped by an obstacle, then it chooses another */ 701 /* it is stopped by an obstacle, then it chooses another */
805 /* direction. */ 702 /* direction. */
806#define RANDO2 112 /* constantly move in a different random direction */ 703#define RANDO2 112 /* constantly move in a different random direction */
807#define PACEV 128 /* The Monster will pace back and forth until attacked */ 704#define PACEV 128 /* The Monster will pace back and forth until attacked */
808 /* this is VERTICAL movement */ 705 /* this is VERTICAL movement */
809#define PACEV2 144 /* the monster will pace as above but the length of the */ 706#define PACEV2 144 /* the monster will pace as above but the length of the */
810 /* pace area is longer and the monster stops before */ 707 /* pace area is longer and the monster stops before */
811 /* changing directions */ 708 /* changing directions */
812 /* this is VERTICAL movement */ 709 /* this is VERTICAL movement */
813#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 710#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
814#define HI4 240 711#define HI4 240
815 712
816/*
817 * Use of the state-variable in player objects:
818 */
819
820#define ST_PLAYING 0
821#define ST_PLAY_AGAIN 1
822#define ST_ROLL_STAT 2
823#define ST_CHANGE_CLASS 3
824#define ST_CONFIRM_QUIT 4
825#define ST_CONFIGURE 5
826#define ST_GET_NAME 6
827#define ST_GET_PASSWORD 7
828#define ST_CONFIRM_PASSWORD 8
829#define ST_GET_PARTY_PASSWORD 10
830
831#define BLANK_FACE_NAME "blank.111" 713#define BLANK_FACE_NAME "blank.x11"
832#define EMPTY_FACE_NAME "empty.111" 714#define EMPTY_FACE_NAME "empty.x11"
833#define DARK_FACE1_NAME "dark1.111"
834#define DARK_FACE2_NAME "dark2.111"
835#define DARK_FACE3_NAME "dark3.111"
836#define SMOOTH_FACE_NAME "default_smoothed.111"
837 715
838/* 716/*
839 * Defines for the luck/random functions to make things more readable 717 * Defines for the luck/random functions to make things more readable
840 */ 718 */
841 719
842#define PREFER_HIGH 1 720#define PREFER_HIGH 1
843#define PREFER_LOW 0 721#define PREFER_LOW 0
844
845/* Simple function we use below to keep adding to the same string
846 * but also make sure we don't overwrite that string.
847 */
848static inline void
849safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
850{
851 if (*curlen == (maxlen - 1))
852 return;
853
854 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
855 dest[maxlen - 1] = 0;
856 *curlen += strlen (orig);
857
858 if (*curlen > (maxlen - 1))
859 *curlen = maxlen - 1;
860}
861
862
863/* The SAFE versions of these call the safe_strcat function above.
864 * Ideally, all functions should use the SAFE functions, but they
865 * require some extra support in the calling function to remain as
866 * efficient.
867 */
868#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
869 if(variable) { \
870 int i,j=0; \
871 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
872 for(i=0; i<NROFATTACKS; i++) \
873 if(variable & (1<<i)) { \
874 if (j) \
875 safe_strcat(retbuf,", ", len, maxlen); \
876 else \
877 j = 1; \
878 safe_strcat(retbuf, attacks[i], len, maxlen); \
879 } \
880 safe_strcat(retbuf,")",len,maxlen); \
881 }
882
883
884/* separated this from the common/item.c file. b.t. Dec 1995 */
885
886#define DESCRIBE_ABILITY(retbuf, variable, name) \
887 if(variable) { \
888 int i,j=0; \
889 strcat(retbuf,"(" name ": "); \
890 for(i=0; i<NROFATTACKS; i++) \
891 if(variable & (1<<i)) { \
892 if (j) \
893 strcat(retbuf,", "); \
894 else \
895 j = 1; \
896 strcat(retbuf, attacks[i]); \
897 } \
898 strcat(retbuf,")"); \
899 }
900
901
902#define DESCRIBE_PATH(retbuf, variable, name) \
903 if(variable) { \
904 int i,j=0; \
905 strcat(retbuf,"(" name ": "); \
906 for(i=0; i<NRSPELLPATHS; i++) \
907 if(variable & (1<<i)) { \
908 if (j) \
909 strcat(retbuf,", "); \
910 else \
911 j = 1; \
912 strcat(retbuf, spellpathnames[i]); \
913 } \
914 strcat(retbuf,")"); \
915 }
916
917
918#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
919 if(variable) { \
920 int i,j=0; \
921 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
922 for(i=0; i<NRSPELLPATHS; i++) \
923 if(variable & (1<<i)) { \
924 if (j) \
925 safe_strcat(retbuf,", ", len, maxlen); \
926 else \
927 j = 1; \
928 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
929 } \
930 safe_strcat(retbuf,")", len, maxlen); \
931 }
932 722
933/* Flags for apply_special() */ 723/* Flags for apply_special() */
934enum apply_flag 724enum apply_flag
935{ 725{
936 /* Basic flags, always use one of these */ 726 /* Basic flags/mode, always use one of these */
937 AP_NULL = 0, 727 AP_TOGGLE = 0,
938 AP_APPLY = 1, 728 AP_APPLY = 0x01,
939 AP_UNAPPLY = 2, 729 AP_UNAPPLY = 0x02,
940 730 AP_MODE = 0x03,
941 AP_BASIC_FLAGS = 15,
942 731
943 /* Optional flags, for bitwise or with a basic flag */ 732 /* Optional flags, for bitwise or with a basic flag */
944 AP_NO_MERGE = 16, 733 AP_NO_MERGE = 0x10,
945 AP_IGNORE_CURSE = 32, 734 AP_IGNORE_CURSE = 0x20,
946 AP_PRINT = 64 /* Print what to do, don't actually do it */ 735 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
947 /* Note this is supported in all the functions */ 736 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
948}; 737};
949 738
950/* Bitmask values for 'can_apply_object()' return values. 739/* Bitmask values for 'can_apply_object()' return values.
951 * the CAN_APPLY_ prefix is to just note what function the 740 * the CAN_APPLY_ prefix is to just note what function the
952 * are returned from. 741 * are returned from.
971 * this one can be applied. Think of rings - human is wearing two 760 * this one can be applied. Think of rings - human is wearing two
972 * rings and tries to apply one - there are two possible rings he 761 * rings and tries to apply one - there are two possible rings he
973 * could remove. 762 * could remove.
974 * 763 *
975 */ 764 */
976#define CAN_APPLY_NEVER 0x1 765#define CAN_APPLY_NEVER 0x01
977#define CAN_APPLY_RESTRICTION 0x2 766#define CAN_APPLY_RESTRICTION 0x02
978#define CAN_APPLY_NOT_MASK 0xf 767#define CAN_APPLY_NOT_MASK 0x0f
768
979#define CAN_APPLY_UNAPPLY 0x10 769#define CAN_APPLY_UNAPPLY 0x10
980#define CAN_APPLY_UNAPPLY_MULT 0x20 770#define CAN_APPLY_UNAPPLY_MULT 0x20
981#define CAN_APPLY_UNAPPLY_CHOICE 0x40 771#define CAN_APPLY_UNAPPLY_CHOICE 0x40
982 772
983/* Cut off point of when an object is put on the active list or not */ 773// Cut off point of when an object is put on the active list or not
774// we use 2**-n because that can be represented exactly
775// also make sure that this is a float, not double, constant
776#define MIN_ACTIVE_SPEED (1.f / 65536.f)
777
778/* have mercy on players and guarantee a somewhat higher speed */
984#define MIN_ACTIVE_SPEED 0.00001 779#define MIN_PLAYER_SPEED 0.04f
985
986/*
987 * random() is much better than rand(). If you have random(), use it instead.
988 * You shouldn't need to change any of this
989 *
990 * 0.93.3: It looks like linux has random (previously, it was set below
991 * to use rand). Perhaps old version of linux lack rand? IF you run into
992 * problems, add || defined(__linux__) the #if immediately below.
993 *
994 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
995 * here.
996 */
997
998#define RANDOM() random()
999#define SRANDOM(xyz) srandom(xyz)
1000
1001/* Returns the weight of the given object. Note: it does not take the number of
1002 * items (nrof) into account.
1003 */
1004#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1005
1006
1007/* Code fastening defines
1008 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1009 * buf__ and increment buf__ position so it will point to the end of buf__.
1010 * the '\0' caracter will not be put at end of buf__.
1011 * use preparefastcat and finishfastcat on buf__ to prepare
1012 * and clean up the string. (Lots faster than doing each time...)
1013 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1014 * keep in mind FAST_STRNCAT is faster since length of second argument is
1015 * kown in advance.
1016 */
1017
1018#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1019#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1020#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1021#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1022
1023 /* You may uncomment following define to check sanity of code.
1024 * But use as debug only (loses all speed gained by those macros)
1025 */
1026
1027/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1028 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1029
1030
1031
1032
1033
1034
1035 780
1036/* 781/*
1037 * Warning! 782 * Warning!
1038 * If you add message types here, don't forget 783 * If you add message types here, don't forget
1039 * to keep the client up to date too! 784 * to keep the client up to date too!
1040 */ 785 */
1041
1042 786
1043/* message types */ 787/* message types */
1044#define MSG_TYPE_BOOK 1 788#define MSG_TYPE_BOOK 1
1045#define MSG_TYPE_CARD 2 789#define MSG_TYPE_CARD 2
1046#define MSG_TYPE_PAPER 3 790#define MSG_TYPE_PAPER 3
1125 869
1126/* admin messages */ 870/* admin messages */
1127#define MSG_TYPE_ADMIN_RULES 1 871#define MSG_TYPE_ADMIN_RULES 1
1128#define MSG_TYPE_ADMIN_NEWS 2 872#define MSG_TYPE_ADMIN_NEWS 2
1129 873
874/**
875 * Maximum distance a player may hear a sound from.
876 * This is only used for client/server sound and say. If the sound source
877 * on the map is farther away than this, we don't sent it to the client.
878 */
879#define MAX_SOUND_DISTANCE 16
880
881#define LOG_CHANNEL "log" // the plain and ugly standard server log
882#define INFO_CHANNEL "info" // lower_left box
883#define SAY_CHANNEL "say"
884#define CHAT_CHANNEL "chat"
885#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
886
887/* The following are the color flags passed to new_draw_info.
888 *
889 * We also set up some control flags
890 *
891 * NDI = New Draw Info
892 */
893
894/* Color specifications - note these match the order in xutil.c */
895/* Note 2: Black, the default color, is 0. Thus, it does not need to
896 * be implicitly specified.
897 */
898#define NDI_BLACK 0
899#define NDI_WHITE 1
900#define NDI_NAVY 2
901#define NDI_RED 3
902#define NDI_ORANGE 4
903#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
904#define NDI_DK_ORANGE 6 /* DarkOrange2 */
905#define NDI_GREEN 7 /* SeaGreen */
906#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
907 /* Than seagreen - also background color */
908#define NDI_GREY 9
909#define NDI_BROWN 10 /* Sienna */
910#define NDI_GOLD 11
911#define NDI_TAN 12 /* Khaki */
912
913#define NDI_MAX_COLOR 12 /* Last value in */
914#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
915 /* using an int anyways, so we have the space */
916 /* to still do all the flags */
917
918#define NDI_REPLY 0x20 // is a direct reply to a user command
919#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
920#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
921#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
922
923#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
924#define NDI_ALL 0x2000 /* Inform all players of this message */
925#define NDI_DEF 0x4000 // ignore colour for channel protocol
926#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
927
1130#endif /* DEFINE_H */ 928#endif /* DEFINE_H */
1131 929

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