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Comparing deliantra/server/include/define.h (file contents):
Revision 1.28 by elmex, Wed Dec 20 14:48:10 2006 UTC vs.
Revision 1.129 by root, Sun Apr 11 01:03:58 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
125#define POTION 5 94#define POTION 5
126#define FOOD 6 95#define FOOD 6
127#define POISON 7 96#define POISON 7
128#define BOOK 8 97#define BOOK 8
129#define CLOCK 9 98#define CLOCK 9
130 99#define VEIN 10 // deliantra: mineral/ore/whatever vein
100#define RANGED 11 // deliantra: other range item (skill based)
101#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
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 LOCKED_DOOR 20 109#define LOCKED_DOOR 20
139#define SPECIAL_KEY 21 110#define SPECIAL_KEY 21
140#define MAP 22 111#define MAP 22
141#define DOOR 23 112#define DOOR 23
142#define KEY 24 113#define KEY 24
143 114//25
144#define TIMED_GATE 26 115#define TIMED_GATE 26
145#define TRIGGER 27 116#define TRIGGER 27
146#define GRIMREAPER 28 117#define GRIMREAPER 28
147#define MAGIC_EAR 29 118#define MAGIC_EAR 29
148#define TRIGGER_BUTTON 30 119#define TRIGGER_BUTTON 30
157#define AMULET 39 128#define AMULET 39
158#define PLAYERMOVER 40 129#define PLAYERMOVER 40
159#define TELEPORTER 41 130#define TELEPORTER 41
160#define CREATOR 42 131#define CREATOR 42
161#define SKILL 43 /* also see SKILL_TOOL (74) below */ 132#define SKILL 43 /* also see SKILL_TOOL (74) below */
162 133#define IDENTIFY_ALTAR 44
163#define EARTHWALL 45 134#define EARTHWALL 45
164#define GOLEM 46 135#define GOLEM 46
165 136#define DEEP_SWAMP 47
166#define THROWN_OBJ 48 137#define THROWN_OBJ 48
167#define BLINDNESS 49 138#define BLINDNESS 49
168#define GOD 50 139#define GOD 50
169#define DETECTOR 51 /* peterm: detector is an object 140#define DETECTOR 51 /* peterm: detector is an object
170 * which notices the presense of 141 * which notices the presense of
185 156
186#define PEACEMAKER 59 /* Object owned by a player which can convert 157#define PEACEMAKER 59 /* Object owned by a player which can convert
187 * a monster into a peaceful being incapable of attack. 158 * a monster into a peaceful being incapable of attack.
188 */ 159 */
189#define GEM 60 160#define GEM 60
190 161#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
191#define FIREWALL 62 162#define FIREWALL 62
192#define ANVIL 63 163#define ANVIL 63
193#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 */
194#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 165#define MOOD_FLOOR 65 /*
195 * values of last_sp set how to change: 166 * values of last_sp set how to change:
196 * 0 = furious, all monsters become aggressive 167 * 0 = furious, all monsters become aggressive
197 * 1 = angry, all but friendly become aggressive 168 * 1 = angry, all but friendly become aggressive
198 * 2 = calm, all aggressive monsters calm down 169 * 2 = calm, all aggressive monsters calm down
199 * 3 = sleep, all monsters fall asleep 170 * 3 = sleep, all monsters fall asleep
200 * 4 = charm, monsters become pets */ 171 * 4 = charm, monsters become pets
172 * 5 = destroy monsters
173 * 6 = destroy pets / friendlies
174 */
201#define EXIT 66 175#define EXIT 66
202#define ENCOUNTER 67 176#define ENCOUNTER 67
203#define SHOP_FLOOR 68 177#define SHOP_FLOOR 68
204#define SHOP_MAT 69 178#define SHOP_MAT 69
205#define RING 70 179#define RING 70
206#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 180//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
207#define FLESH 72 /* animal 'body parts' -b.t. */ 181#define FLESH 72 /* animal 'body parts' -b.t. */
208#define INORGANIC 73 /* metals and minerals */ 182#define INORGANIC 73 /* metals and minerals */
209#define SKILL_TOOL 74 /* Allows the use of a skill */ 183#define SKILL_TOOL 74 /* Allows the use of a skill */
210#define LIGHTER 75 184#define LIGHTER 75
211 185//76
212#define BUILDABLE_WALL 77 /* this is a buildable wall */ 186#define BUILDABLE_WALL 77 /* this is a buildable wall */
213 187//78
214
215#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
216 in the engine. Like statues, clocks, chairs,... 189 in the engine. Like statues, clocks, chairs,...
217 If perhaps we create a function where we can sit 190 If perhaps we create a function where we can sit
218 on chairs, we create a new type and remove all 191 on chairs, we create a new type and remove all
219 chairs from here. */ 192 chairs from here. */
220 193//80
194#define TORCH 81 /* a torch */
221#define LAMP 82 /* a lamp */ 195#define LAMP 82 /* a lamp */
222#define DUPLICATOR 83 /* duplicator/multiplier object */ 196#define DUPLICATOR 83 /* duplicator/multiplier object */
223 197//84
224#define SPELLBOOK 85 198#define SPELLBOOK 85
225 199//86
226#define CLOAK 87 200#define CLOAK 87
227 201#define MAPSCRIPT 88 /* A perl-scripted connectable */
202#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
203 potions, alchemy, or magic works here (elmex) */
228#define SPINNER 90 204#define SPINNER 90
229#define GATE 91 205#define GATE 91
230#define BUTTON 92 206#define BUTTON 92
231#define CF_HANDLE 93 207#define T_HANDLE 93
232#define HOLE 94 208#define HOLE 94
233#define TRAPDOOR 95 209#define TRAPDOOR 95
234 210#define RUNE 96
211#define TRAP 97
235#define SIGN 98 212#define SIGN 98
236#define BOOTS 99 213#define BOOTS 99
237#define GLOVES 100 214#define GLOVES 100
238#define SPELL 101 215#define SPELL 101
239#define SPELL_EFFECT 102 216#define SPELL_EFFECT 102
240#define CONVERTER 103 217#define CONVERTER 103
241#define BRACERS 104 218#define BRACERS 104
242#define POISONING 105 219#define POISONING 105
243#define SAVEBED 106 220#define SAVEBED 106
244 221#define DISEASE 107
222#define SYMPTOM 108
245#define WAND 109 223#define WAND 109
246 224#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
247#define SCROLL 111 225#define SCROLL 111
248#define DIRECTOR 112 226#define DIRECTOR 112
249#define GIRDLE 113 227#define GIRDLE 113
250#define FORCE 114 228#define FORCE 114
251#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 229#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
252#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 230#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
253 231#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
232#define POWER_CRYSTAL 118
233#define CORPSE 119
234//120
254#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 235#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
255#define CONTAINER 122 236#define CONTAINER 122
256#define ARMOUR_IMPROVER 123 237#define ARMOUR_IMPROVER 123
257#define WEAPON_IMPROVER 124 238#define WEAPON_IMPROVER 124
258
259#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
260#define DEEP_SWAMP 138
261#define IDENTIFY_ALTAR 139
262
263#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
264
265#define RUNE 154
266#define TRAP 155
267
268#define POWER_CRYSTAL 156
269#define CORPSE 157
270
271#define DISEASE 158
272#define SYMPTOM 159
273#define BUILDER 160 /* Generic item builder, see subtypes */ 239#define BUILDER 125 /* Generic item builder, see subtypes */
274#define MATERIAL 161 /* Material for building */ 240#define MATERIAL 126 /* Material for building */
275 241
276#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 242#define NUM_TYPES 127 // must be max(type) + 1
277
278#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
279 potions, alchemy, or magic works here (elmex) */
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: haha, 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
318/* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321//#define CANCELLATION 141 /* not used with new spell code */
322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323//#define SWARM_SPELL 153
324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
325//#define QUEST 164 /* See below for subtypes */
326 243
327/* END TYPE DEFINE */ 244/* END TYPE DEFINE */
328 245
246typedef std::bitset<NUM_TYPES> typeset;
247
248/* These are the items that currently can change digestion, regeneration,
249 * spell point recovery and mana point recovery. Seems sort of an arbitary
250 * list, but other items store other info into stats array.
251 * As a special exception, bows use stats.sp for their own purposes.
252 */
253static const struct digest_types : typeset
254{
255 digest_types ()
256 {
257 set (WEAPON);
258 set (BOW);
259 set (ARMOUR);
260 set (HELMET);
261 set (SHIELD);
262 set (RING);
263 set (BOOTS);
264 set (GLOVES);
265 set (AMULET);
266 set (GIRDLE);
267 set (BRACERS);
268 set (CLOAK);
269 set (DISEASE);
270 set (FORCE);
271 set (SKILL);
272 }
273} digest_types;
274
329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 275// maximum supported subtype number + 1, can be increased to 256
276// currently (2007-09) in use: 50
277#define NUM_SUBTYPES 64
330 278
331/* Subtypes for BUILDER */ 279/* Subtypes for BUILDER */
332#define ST_BD_BUILD 1 /* Builds an item */ 280#define ST_BD_BUILD 1 /* Builds an item */
333#define ST_BD_REMOVE 2 /* Removes an item */ 281#define ST_BD_REMOVE 2 /* Removes an item */
334 282
335/* Subtypes for MATERIAL */ 283/* Subtypes for MATERIAL */
336#define ST_MAT_FLOOR 1 /* Floor */ 284#define ST_MAT_FLOOR 1 /* Floor */
337#define ST_MAT_WALL 2 /* Wall */ 285#define ST_MAT_WALL 2 /* Wall */
338#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 286#define ST_MAT_ITEM 3 /* All other items, including doors & such */
369#define PU_NOTHING 0x00000000 317#define PU_NOTHING 0x00000000
370 318
371#define PU_DEBUG 0x10000000 319#define PU_DEBUG 0x10000000
372#define PU_INHIBIT 0x20000000 320#define PU_INHIBIT 0x20000000
373#define PU_STOP 0x40000000 321#define PU_STOP 0x40000000
374#define PU_NEWMODE 0x80000000 322#define PU_ENABLE 0x80000000 // used to distinguish value density
375 323
376#define PU_RATIO 0x0000000F 324#define PU_RATIO 0x0000000F
377 325
378#define PU_FOOD 0x00000010 326#define PU_FOOD 0x00000010
379#define PU_DRINK 0x00000020 327#define PU_DRINK 0x00000020
409 * freearr, add these values. <= SIZEOFFREE1 will get you 357 * freearr, add these values. <= SIZEOFFREE1 will get you
410 * within 1 space. <= SIZEOFFREE2 wll get you withing 358 * within 1 space. <= SIZEOFFREE2 wll get you withing
411 * 2 spaces, and the entire array (< SIZEOFFREE) is 359 * 2 spaces, and the entire array (< SIZEOFFREE) is
412 * three spaces 360 * three spaces
413 */ 361 */
362#define SIZEOFFREE0 0
414#define SIZEOFFREE1 8 363#define SIZEOFFREE1 8
415#define SIZEOFFREE2 24 364#define SIZEOFFREE2 24
365#define SIZEOFFREE3 48
416#define SIZEOFFREE 49 366#define SIZEOFFREE 49
417 367
418#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 368#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
419 369
420/* 370/*
421 * If any FLAG's are added or changed, make sure the flag_names structure in 371 * If any FLAG's are added or changed, make sure the flag_names structure in
422 * common/loader.l is updated. 372 * common/loader.C is updated.
423 */ 373 */
424
425/* Basic routines to do above */
426#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
427#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
428#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
429 374
430/* the flags */ 375/* the flags */
431 376
432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 377#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
433#define FLAG_WIZ 1 /* Object has special privilegies */ 378#define FLAG_WIZ 1 /* Object has special privilegies */
434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 379#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
435#define FLAG_FREED 3 /* Object is in the list of free objects */ 380#define FLAG_FREED 3 /* Object is in the list of free objects */
436#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 381#define FLAG_WIZLOOK 4 /* disable los and lighting */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 382#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 383#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 384#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
440 /* Can this creature use a shield? */
441
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 385#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 386/*#define FLAG_WALK_ON 9*/
444 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 387/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
445
446 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 388#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
448 389/*#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 */ 390/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
450 391#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
451 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452#define FLAG_MONSTER 14 /* Will attack players */ 392#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 393#define FLAG_FRIENDLY 15 /* Will help players */
454
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 394#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 395#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 396#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
458 /* Will be applied when created */ 397#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
459 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 398#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 399#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 400#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 401#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 402#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
465 403/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
466 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
467
468 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
469
470 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
471#define FLAG_IS_USED_UP 28 406#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
472 /* When (--food<0) the object will exit */ 407#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
473#define FLAG_IDENTIFIED 29 408#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
474 /* Player knows full info about item */ 409#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
475#define FLAG_REFLECTING 30
476 /* Object reflects from walls (lightning) */
477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
478
479/* Start of values in flags[1] */
480#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 410#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
481#define FLAG_HITBACK 33 /* Object will hit back when hit */ 411#define FLAG_HITBACK 33 /* Object will hit back when hit */
482#define FLAG_STARTEQUIP 34 412#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
483 /* Object was given to player at start */ 413#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
484#define FLAG_BLOCKSVIEW 35
485 /* Object blocks view */
486#define FLAG_UNDEAD 36 /* Monster is undead */ 414#define FLAG_UNDEAD 36 /* Monster is undead */
487#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 415#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
488#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 416#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
489#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 417#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
490 418#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
491#define FLAG_REFL_SPELL 40
492 /* Spells (some) will reflect from object */
493#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 419#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
494#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 420//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
495#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 421#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
496#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 422#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
497#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 423#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
498 but can still attack at a distance */ 424 but can still attack at a distance */
499 425/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
500 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
501 thru this object as if it wasn't there */ 426 thru this object as if it wasn't there */
502 427/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
503 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
504
505#define FLAG_PICK_UP 48 /* Can pick up */ 428#define FLAG_PICK_UP 48 /* Can pick up */
506#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 429#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
507#define FLAG_NO_DROP 50 /* Object can't be dropped */ 430#define FLAG_NO_DROP 50 /* Object can't be dropped */
508#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 431#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
509#define FLAG_CAST_SPELL 52 432#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
510 /* (Monster) can learn and cast spells */ 433#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
511#define FLAG_USE_SCROLL 53
512 /* (Monster) can read scroll */
513#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 434#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
514#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 435#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
515 436#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_ARMOUR 56 437#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
517 /* (Monster) can wear armour/shield/helmet */
518#define FLAG_USE_WEAPON 57
519 /* (Monster) can wield weapons */
520#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 438#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
521#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 439#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
522#define FLAG_READY_BOW 60 /* not implemented yet */ 440#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
523#define FLAG_XRAYS 61 /* X-ray vision */ 441#define FLAG_XRAYS 61 /* X-ray vision */
524#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 442#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
525#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 443#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
526
527/* Start of values in flags[2] */
528#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 444#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
529#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 445#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
530#define FLAG_SLEEP 66 /* NPC is sleeping */ 446#define FLAG_SLEEP 66 /* NPC is sleeping */
531#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 447#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
532#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 448#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
533#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 449#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
534#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 450#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
535#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 451#define FLAG_STEALTH 71 /* Will wake monsters with less range */
536
537#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 452#define FLAG_WIZPASS 72 /* The wizard can go through walls */
538#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 453#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
539#define FLAG_CURSED 74 /* The object is cursed */ 454#define FLAG_CURSED 74 /* The object is cursed */
540#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 455#define FLAG_DAMNED 75 /* The object is _very_ cursed */
541#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 456#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
542#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 457#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
543#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 458#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
544#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 459#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
545
546#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 460#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
547#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 461#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
548#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 462#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
549 463#define FLAG_PRECIOUS 83 // object is precious (pets)
550/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
551#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 464#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
552#define FLAG_MAKE_INVIS 85 465#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
553 /* (Item) gives invisibility when applied */ 466#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
554#define FLAG_INV_LOCKED 86
555 /* Item will not be dropped from inventory */
556#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 467#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
557
558#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 468#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
559#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 469#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
560#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 470#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
561#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 471#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
562#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 472#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
563#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 473#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
564#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 474#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
565 475/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
566 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
567
568/* Start of values in flags[3] */
569#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 476#define FLAG_NO_STEAL 96 /* Item can't be stolen */
570#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 477#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
571 * away (replaces ghosthit) 478 * away (replaces ghosthit)
572 */ 479 */
573#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 480#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
574 * detect cases were the server is trying
575 * to send an upditem when we have not
576 * actually sent the item.
577 */ 481
578
579#define FLAG_BERSERK 99 /* monster will attack closest living 482#define FLAG_BERSERK 99 /* monster will attack closest living
580 object */ 483 object */
581#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 484#define FLAG_NEUTRAL 100 /* monster is from type neutral */
582#define FLAG_NO_ATTACK 101 /* monster don't attack */ 485#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
583#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 486#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
584#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 487#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
585 * load_original_map() */ 488 * load_original_map() */
586#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 489#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
587 * the overlay, and is not subject to
588 * decay. */
589#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 490#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
590#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 491#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
591#define FLAG_IS_WATER 107 492#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
592#define FLAG_CONTENT_ON_GEN 108 493#define FLAG_CONTENT_ON_GEN 108
593#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 494#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 495#define FLAG_IS_BUILDABLE 110 /* Can build on item */
595#define FLAG_AFK 111 /* Player is AFK */ 496#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
497#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
498
596#define NUM_FLAGS 111 /* Should always be equal to the last 499#define NUM_FLAGS 113 /* Should always be equal to the last
597 * defined flag. If you change this, 500 * defined flag + 1. If you change this,
598 * make sure you update the flag_links 501 * make sure you update the flag_links
599 * in common/loader.l 502 * in common/loader.l
600 */ 503 */
601
602/* Values can go up to 127 before the size of the flags array in the
603 * object structure needs to be enlarged.
604 * So there are 18 available flags slots
605 */
606
607
608#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
609
610#if 0
611
612/* These should no longer be needed - access move_slow_penalty
613 * directly.
614 */
615# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
616# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
617#endif
618 504
619/* If you add new movement types, you may need to update 505/* If you add new movement types, you may need to update
620 * describe_item() so properly describe those types. 506 * describe_item() so properly describe those types.
621 * change_abil() probably should be updated also. 507 * change_abil() probably should be updated also.
622 */ 508 */
623#define MOVE_WALK 0x1 /* Object walks */ 509#define MOVE_WALK 0x01 /* Object walks */
624#define MOVE_FLY_LOW 0x2 /* Low flying object */ 510#define MOVE_FLY_LOW 0x02 /* Low flying object */
625#define MOVE_FLY_HIGH 0x4 /* High flying object */ 511#define MOVE_FLY_HIGH 0x04 /* High flying object */
626#define MOVE_FLYING 0x6
627 /* Combo of fly_low and fly_high */
628#define MOVE_SWIM 0x8 /* Swimming object */ 512#define MOVE_SWIM 0x08 /* Swimming object */
629#define MOVE_BOAT 0x10 /* Boats/sailing */ 513#define MOVE_BOAT 0x10 /* Boats/sailing */
514#define MOVE_SHIP 0x20 /* boats suitable for oceans */
515
516#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
630#define MOVE_ALL 0x1f /* Mask of all movement types */ 517#define MOVE_ALL 0x3f /* Mask of all movement types */
631
632/* the normal assumption is that objects are walking/flying.
633 * So often we don't want to block movement, but still don't want
634 * to allow all types (swimming is rather specialized) - I also
635 * expect as more movement types show up, this is likely to get
636 * updated. Basically, this is the default for spaces that allow
637 * movement - anything but swimming right now. If you really
638 * want nothing at all, then can always set move_block to 0
639 */
640#define MOVE_BLOCK_DEFAULT MOVE_SWIM
641 518
642/* typdef here to define type large enough to hold bitmask of 519/* typdef here to define type large enough to hold bitmask of
643 * all movement types. Make one declaration so easy to update. 520 * all movement types. Make one declaration so easy to update.
644 * uint8 is defined yet, so just use what that would define it
645 * at anyways.
646 */ 521 */
647typedef unsigned char MoveType; 522typedef unsigned char MoveType;
648 523
649/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 524/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
650 * Basically, ob2 has to block all of ob1 movement types. 525 * Basically, ob2 has to block all of ob1 movement types.
657 * Add check - if type is 0, don't stop anything from moving 532 * Add check - if type is 0, don't stop anything from moving
658 * onto it. 533 * onto it.
659 * 534 *
660 */ 535 */
661#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 536#define OB_TYPE_MOVE_BLOCK(ob1, type) \
662 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 537 ((type) && (ob1->move_type & type) == ob1->move_type)
663 538
664
665#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
666#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
667#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 539#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
668
669/* Note: These values are only a default value, resizing can change them */
670#define INV_SIZE 12 /* How many items can be viewed in inventory */
671#define LOOK_SIZE 6 /* ditto, but for the look-window */
672#define MAX_INV_SIZE 40 /* For initializing arrays */
673#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
674
675#define EDITABLE(xyz) ((xyz)->arch->editable)
676
677#define E_MONSTER 0x00000001
678#define E_EXIT 0x00000002
679#define E_TREASURE 0x00000004
680#define E_BACKGROUND 0x00000008
681#define E_DOOR 0x00000010
682#define E_SPECIAL 0x00000020
683#define E_SHOP 0x00000040
684#define E_NORMAL 0x00000080
685#define E_FALSE_WALL 0x00000100
686#define E_WALL 0x00000200
687#define E_EQUIPMENT 0x00000400
688#define E_OTHER 0x00000800
689#define E_ARTIFACT 0x00001000
690 540
691#define EXIT_PATH(xyz) (xyz)->slaying 541#define EXIT_PATH(xyz) (xyz)->slaying
692#define EXIT_LEVEL(xyz) (xyz)->stats.food 542#define EXIT_LEVEL(xyz) (xyz)->stats.food
693#define EXIT_X(xyz) (xyz)->stats.hp 543#define EXIT_X(xyz) (xyz)->stats.hp
694#define EXIT_Y(xyz) (xyz)->stats.sp 544#define EXIT_Y(xyz) (xyz)->stats.sp
695#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 545#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
696#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 546#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
697 547
698/* for use by the lighting code */ 548/* for use by the lighting code */
699#define MAX_LIGHT_RADII 4 549#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
700 /* max radii for 'light' object, really
701 * large values allow objects that can 550 * large values allow objects that can
702 * slow down the game */ 551 * slow down the game */
703#define MAX_DARKNESS 5 /* maximum map darkness, there is no 552#define MAX_DARKNESS 5 /* maximum map darkness, there is no
704 * practical reason to exceed this */ 553 * practical reason to exceed this */
554#define LOS_MAX 4 /* max. los value for non-blocked spaces */
555#define LOS_BLOCKED 100 /* fully blocked spaces */
705#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 556#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
706 MAX_LIGHT_RADII:(xyz)->glow_radius; 557 MAX_LIGHT_RADII : (xyz)->glow_radius;
558// player position in blocked_los code
559#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
560#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
561
707 562
708#define F_BUY 0 563#define F_BUY 0
709#define F_SELL 1 564#define F_SELL 1
710#define F_TRUE 2 /* True value of item, unadjusted */ 565#define F_TRUE 2 /* True value of item, unadjusted */
711#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 566#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
715#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 570#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
716 571
717#define DIRX(xyz) freearr_x[(xyz)->direction] 572#define DIRX(xyz) freearr_x[(xyz)->direction]
718#define DIRY(xyz) freearr_y[(xyz)->direction] 573#define DIRY(xyz) freearr_y[(xyz)->direction]
719 574
720#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
721#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
722
723#define ARMOUR_SPEED(xyz) (xyz)->last_sp 575#define ARMOUR_SPEED(xyz) (xyz)->last_sp
724#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 576#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
725#define WEAPON_SPEED(xyz) (xyz)->last_sp 577#define WEAPON_SPEED(xyz) (xyz)->last_sp
726 578
727/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 579/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
728 each of them signed char, concatenated in a int16 */ 580 each of them signed char, concatenated in a int16 */
729#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 581#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
730#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 582#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
731#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 583#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
584
732#define FIRE_DIRECTIONAL 0 585#define FIRE_DIRECTIONAL 0
733#define FIRE_POSITIONAL 1 586#define FIRE_POSITIONAL 1
734 587
735/******************************************************************************/ 588/******************************************************************************/
736
737/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 589/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
738
739/******************************************************************************/ 590/******************************************************************************/
740
741/* if your monsters start acting wierd, mail me */ 591/* if your monsters start acting wierd, mail me */
742
743/******************************************************************************/ 592/******************************************************************************/
744
745/* the following definitions are for the attack_movement variable in monsters */ 593/* the following definitions are for the attack_movement variable in monsters */
746
747/* if the attack_variable movement is left out of the monster archetype, or is*/ 594/* if the attack_variable movement is left out of the monster archetype, or is*/
748
749/* set to zero */ 595/* set to zero */
750
751/* the standard mode of movement from previous versions of crossfire will be */ 596/* the standard mode of movement from previous versions of crossfire will be */
752
753/* used. the upper four bits of movement data are not in effect when the monst*/ 597/* used. the upper four bits of movement data are not in effect when the monst*/
754
755/* er has an enemy. these should only be used for non agressive monsters. */ 598/* er has an enemy. these should only be used for non agressive monsters. */
756
757/* to program a monsters movement add the attack movement numbers to the movem*/ 599/* to program a monsters movement add the attack movement numbers to the movem*/
758
759/* ment numbers example a monster that moves in a circle until attacked and */ 600/* ment numbers example a monster that moves in a circle until attacked and */
760
761/* then attacks from a distance: */ 601/* then attacks from a distance: */
762
763/* CIRCLE1 = 32 */ 602/* CIRCLE1 = 32 */
764
765/* + DISTATT = 1 */ 603/* + DISTATT = 1 */
766
767/* ------------------- */ 604/* ------------------- */
768
769/* attack_movement = 33 */ 605/* attack_movement = 33 */
770
771/******************************************************************************/ 606/******************************************************************************/
772#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 607#define DISTATT 1 /* move toward a player if far, but mantain some space, */
773 /* attack from a distance - good for missile users only */ 608 /* attack from a distance - good for missile users only */
774#define RUNATT 2 /* run but attack if player catches up to object */ 609#define RUNATT 2 /* run but attack if player catches up to object */
775#define HITRUN 3 /* run to then hit player then run away cyclicly */ 610#define HITRUN 3 /* run to then hit player then run away cyclicly */
776#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 611#define WAITATT 4 /* wait for player to approach then hit, move if hit */
777#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 612#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
778#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 613#define ALLRUN 6 /* always run never attack good for sim. of weak player */
779#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 614#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
780#define WAIT2 8 /* monster does not try to move towards player if far */ 615#define WAIT2 8 /* monster does not try to move towards player if far */
781 /* maintains comfortable distance */ 616 /* maintains comfortable distance */
617
782#define PETMOVE 16 /* if the upper four bits of attack_movement */ 618#define PETMOVE 16 /* if the upper four bits of attack_movement */
783 /* are set to this number, the monster follows a player */ 619 /* are set to this number, the monster follows a player */
784 /* until the owner calls it back or off */ 620 /* until the owner calls it back or off */
785 /* player followed denoted by 0b->owner */ 621 /* player followed denoted by 0b->owner */
786 /* the monster will try to attack whatever the player is */ 622 /* the monster will try to attack whatever the player is */
787 /* attacking, and will continue to do so until the owner */ 623 /* attacking, and will continue to do so until the owner */
788 /* calls off the monster - a key command will be */ 624 /* calls off the monster - a key command will be */
789 /* inserted to do so */ 625 /* inserted to do so */
790#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 626#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
791 /* are set to this number, the monster will move in a */ 627 /* are set to this number, the monster will move in a */
792 /* circle until it is attacked, or the enemy field is */ 628 /* circle until it is attacked, or the enemy field is */
793 /* set, this is good for non-aggressive monsters and NPC */ 629 /* set, this is good for non-aggressive monsters and NPC */
794#define CIRCLE2 48 /* same as above but a larger circle is used */ 630#define CIRCLE2 48 /* same as above but a larger circle is used */
795#define PACEH 64 /* The Monster will pace back and forth until attacked */ 631#define PACEH 64 /* The Monster will pace back and forth until attacked */
796 /* this is HORIZONTAL movement */ 632 /* this is HORIZONTAL movement */
797#define PACEH2 80 /* the monster will pace as above but the length of the */ 633#define PACEH2 80 /* the monster will pace as above but the length of the */
798 /* pace area is longer and the monster stops before */ 634 /* pace area is longer and the monster stops before */
799 /* changing directions */ 635 /* changing directions */
800 /* this is HORIZONTAL movement */ 636 /* this is HORIZONTAL movement */
801#define RANDO 96 /* the monster will go in a random direction until */ 637#define RANDO 96 /* the monster will go in a random direction until */
802 /* it is stopped by an obstacle, then it chooses another */ 638 /* it is stopped by an obstacle, then it chooses another */
803 /* direction. */ 639 /* direction. */
804#define RANDO2 112 /* constantly move in a different random direction */ 640#define RANDO2 112 /* constantly move in a different random direction */
805#define PACEV 128 /* The Monster will pace back and forth until attacked */ 641#define PACEV 128 /* The Monster will pace back and forth until attacked */
806 /* this is VERTICAL movement */ 642 /* this is VERTICAL movement */
807#define PACEV2 144 /* the monster will pace as above but the length of the */ 643#define PACEV2 144 /* the monster will pace as above but the length of the */
808 /* pace area is longer and the monster stops before */ 644 /* pace area is longer and the monster stops before */
809 /* changing directions */ 645 /* changing directions */
810 /* this is VERTICAL movement */ 646 /* this is VERTICAL movement */
811#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 647#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
812#define HI4 240 648#define HI4 240
813 649
814/*
815 * Use of the state-variable in player objects:
816 */
817
818#define ST_PLAYING 0
819#define ST_PLAY_AGAIN 1
820#define ST_ROLL_STAT 2
821#define ST_CHANGE_CLASS 3
822#define ST_CONFIRM_QUIT 4
823#define ST_CONFIGURE 5
824#define ST_GET_NAME 6
825#define ST_GET_PASSWORD 7
826#define ST_CONFIRM_PASSWORD 8
827#define ST_GET_PARTY_PASSWORD 10
828
829#define BLANK_FACE_NAME "blank.111" 650#define BLANK_FACE_NAME "blank.x11"
830#define EMPTY_FACE_NAME "empty.111" 651#define EMPTY_FACE_NAME "empty.x11"
831#define DARK_FACE1_NAME "dark1.111"
832#define DARK_FACE2_NAME "dark2.111"
833#define DARK_FACE3_NAME "dark3.111"
834#define SMOOTH_FACE_NAME "default_smoothed.111"
835 652
836/* 653/*
837 * Defines for the luck/random functions to make things more readable 654 * Defines for the luck/random functions to make things more readable
838 */ 655 */
839 656
840#define PREFER_HIGH 1 657#define PREFER_HIGH 1
841#define PREFER_LOW 0 658#define PREFER_LOW 0
842
843/* Simple function we use below to keep adding to the same string
844 * but also make sure we don't overwrite that string.
845 */
846static inline void
847safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
848{
849 if (*curlen == (maxlen - 1))
850 return;
851
852 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
853 dest[maxlen - 1] = 0;
854 *curlen += strlen (orig);
855
856 if (*curlen > (maxlen - 1))
857 *curlen = maxlen - 1;
858}
859
860
861/* The SAFE versions of these call the safe_strcat function above.
862 * Ideally, all functions should use the SAFE functions, but they
863 * require some extra support in the calling function to remain as
864 * efficient.
865 */
866#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
867 if(variable) { \
868 int i,j=0; \
869 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
870 for(i=0; i<NROFATTACKS; i++) \
871 if(variable & (1<<i)) { \
872 if (j) \
873 safe_strcat(retbuf,", ", len, maxlen); \
874 else \
875 j = 1; \
876 safe_strcat(retbuf, attacks[i], len, maxlen); \
877 } \
878 safe_strcat(retbuf,")",len,maxlen); \
879 }
880
881
882/* separated this from the common/item.c file. b.t. Dec 1995 */
883
884#define DESCRIBE_ABILITY(retbuf, variable, name) \
885 if(variable) { \
886 int i,j=0; \
887 strcat(retbuf,"(" name ": "); \
888 for(i=0; i<NROFATTACKS; i++) \
889 if(variable & (1<<i)) { \
890 if (j) \
891 strcat(retbuf,", "); \
892 else \
893 j = 1; \
894 strcat(retbuf, attacks[i]); \
895 } \
896 strcat(retbuf,")"); \
897 }
898
899
900#define DESCRIBE_PATH(retbuf, variable, name) \
901 if(variable) { \
902 int i,j=0; \
903 strcat(retbuf,"(" name ": "); \
904 for(i=0; i<NRSPELLPATHS; i++) \
905 if(variable & (1<<i)) { \
906 if (j) \
907 strcat(retbuf,", "); \
908 else \
909 j = 1; \
910 strcat(retbuf, spellpathnames[i]); \
911 } \
912 strcat(retbuf,")"); \
913 }
914
915
916#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
917 if(variable) { \
918 int i,j=0; \
919 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
920 for(i=0; i<NRSPELLPATHS; i++) \
921 if(variable & (1<<i)) { \
922 if (j) \
923 safe_strcat(retbuf,", ", len, maxlen); \
924 else \
925 j = 1; \
926 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
927 } \
928 safe_strcat(retbuf,")", len, maxlen); \
929 }
930 659
931/* Flags for apply_special() */ 660/* Flags for apply_special() */
932enum apply_flag 661enum apply_flag
933{ 662{
934 /* Basic flags, always use one of these */ 663 /* Basic flags/mode, always use one of these */
935 AP_NULL = 0, 664 AP_TOGGLE = 0,
936 AP_APPLY = 1, 665 AP_APPLY = 0x01,
937 AP_UNAPPLY = 2, 666 AP_UNAPPLY = 0x02,
938 667 AP_MODE = 0x03,
939 AP_BASIC_FLAGS = 15,
940 668
941 /* Optional flags, for bitwise or with a basic flag */ 669 /* Optional flags, for bitwise or with a basic flag */
942 AP_NO_MERGE = 16, 670 AP_NO_MERGE = 0x10,
943 AP_IGNORE_CURSE = 32, 671 AP_IGNORE_CURSE = 0x20,
944 AP_PRINT = 64 /* Print what to do, don't actually do it */ 672 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
945 /* Note this is supported in all the functions */ 673 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
946}; 674};
947 675
948/* Bitmask values for 'can_apply_object()' return values. 676/* Bitmask values for 'can_apply_object()' return values.
949 * the CAN_APPLY_ prefix is to just note what function the 677 * the CAN_APPLY_ prefix is to just note what function the
950 * are returned from. 678 * are returned from.
969 * this one can be applied. Think of rings - human is wearing two 697 * this one can be applied. Think of rings - human is wearing two
970 * rings and tries to apply one - there are two possible rings he 698 * rings and tries to apply one - there are two possible rings he
971 * could remove. 699 * could remove.
972 * 700 *
973 */ 701 */
974#define CAN_APPLY_NEVER 0x1 702#define CAN_APPLY_NEVER 0x01
975#define CAN_APPLY_RESTRICTION 0x2 703#define CAN_APPLY_RESTRICTION 0x02
976#define CAN_APPLY_NOT_MASK 0xf 704#define CAN_APPLY_NOT_MASK 0x0f
705
977#define CAN_APPLY_UNAPPLY 0x10 706#define CAN_APPLY_UNAPPLY 0x10
978#define CAN_APPLY_UNAPPLY_MULT 0x20 707#define CAN_APPLY_UNAPPLY_MULT 0x20
979#define CAN_APPLY_UNAPPLY_CHOICE 0x40 708#define CAN_APPLY_UNAPPLY_CHOICE 0x40
980 709
981/* Cut off point of when an object is put on the active list or not */ 710// Cut off point of when an object is put on the active list or not
711// we use 2**-n because that can be represented exactly
712// also make sure that this is a float, not double, constant.
713// some areas in the server divide by this value, so
714// to avoid integer overflows it should not be much lower.
715#define MIN_ACTIVE_SPEED (1.f / 65536.f)
716
717/* have mercy on players and guarantee a somewhat higher speed */
982#define MIN_ACTIVE_SPEED 0.00001 718#define MIN_PLAYER_SPEED 0.04f
983
984/*
985 * random() is much better than rand(). If you have random(), use it instead.
986 * You shouldn't need to change any of this
987 *
988 * 0.93.3: It looks like linux has random (previously, it was set below
989 * to use rand). Perhaps old version of linux lack rand? IF you run into
990 * problems, add || defined(__linux__) the #if immediately below.
991 *
992 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
993 * here.
994 */
995
996#define RANDOM() random()
997#define SRANDOM(xyz) srandom(xyz)
998
999/* Returns the weight of the given object. Note: it does not take the number of
1000 * items (nrof) into account.
1001 */
1002#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1003
1004
1005/* Code fastening defines
1006 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1007 * buf__ and increment buf__ position so it will point to the end of buf__.
1008 * the '\0' caracter will not be put at end of buf__.
1009 * use preparefastcat and finishfastcat on buf__ to prepare
1010 * and clean up the string. (Lots faster than doing each time...)
1011 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1012 * keep in mind FAST_STRNCAT is faster since length of second argument is
1013 * kown in advance.
1014 */
1015
1016#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1017#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1018#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1019#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1020
1021 /* You may uncomment following define to check sanity of code.
1022 * But use as debug only (loses all speed gained by those macros)
1023 */
1024
1025/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1026 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1027
1028
1029
1030
1031
1032
1033 719
1034/* 720/*
1035 * Warning! 721 * Warning!
1036 * If you add message types here, don't forget 722 * If you add message types here, don't forget
1037 * to keep the client up to date too! 723 * to keep the client up to date too!
1038 */ 724 */
1039
1040 725
1041/* message types */ 726/* message types */
1042#define MSG_TYPE_BOOK 1 727#define MSG_TYPE_BOOK 1
1043#define MSG_TYPE_CARD 2 728#define MSG_TYPE_CARD 2
1044#define MSG_TYPE_PAPER 3 729#define MSG_TYPE_PAPER 3
1123 808
1124/* admin messages */ 809/* admin messages */
1125#define MSG_TYPE_ADMIN_RULES 1 810#define MSG_TYPE_ADMIN_RULES 1
1126#define MSG_TYPE_ADMIN_NEWS 2 811#define MSG_TYPE_ADMIN_NEWS 2
1127 812
813/**
814 * Maximum distance a player may hear a sound from.
815 * This is only used for client/server sound and say. If the sound source
816 * on the map is farther away than this, we don't sent it to the client.
817 */
818#define MAX_SOUND_DISTANCE 16
819
820#define LOG_CHANNEL "log" // the plain and ugly standard server log
821#define INFO_CHANNEL "info" // lower_left box
822#define SAY_CHANNEL "say"
823#define CHAT_CHANNEL "chat"
824#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
825
826/* The following are the color flags passed to new_draw_info.
827 *
828 * We also set up some control flags
829 *
830 * NDI = New Draw Info
831 */
832
833/* Color specifications - note these match the order in xutil.c */
834/* Note 2: Black, the default color, is 0. Thus, it does not need to
835 * be implicitly specified.
836 */
837#define NDI_BLACK 0
838#define NDI_WHITE 1
839#define NDI_NAVY 2
840#define NDI_RED 3
841#define NDI_ORANGE 4
842#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
843#define NDI_DK_ORANGE 6 /* DarkOrange2 */
844#define NDI_GREEN 7 /* SeaGreen */
845#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
846 /* Than seagreen - also background color */
847#define NDI_GREY 9
848#define NDI_BROWN 10 /* Sienna */
849#define NDI_GOLD 11
850#define NDI_TAN 12 /* Khaki */
851
852#define NDI_MAX_COLOR 12 /* Last value in */
853#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
854 /* using an int anyways, so we have the space */
855 /* to still do all the flags */
856
857#define NDI_REPLY 0x20 // is a direct reply to a user command
858#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
859#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
860#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
861
862#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
863#define NDI_ALL 0x2000 /* Inform all players of this message */
864#define NDI_DEF 0x4000 // ignore colour for channel protocol
865#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
866
1128#endif /* DEFINE_H */ 867#endif /* DEFINE_H */
1129 868

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