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Comparing deliantra/server/include/define.h (file contents):
Revision 1.61 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.132 by root, Sat Apr 23 04:56:48 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48#ifndef MIN 45
49# define MIN(x,y) min (x, y) 46#define MAXNUMLEVELS 256 // maximum number of levels possible
50#endif 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
51#ifndef MAX
52# define MAX(x,y) max (x, y)
53#endif
54 48
55// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
56#define NAME_LEN 127 50#define NAME_LEN 127
57 51
58/* MAX3 is basically like MAX, but instead does 3 values. */
59#ifndef MAX3
60# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
61#endif
62
63/* MIN3 is basically like MIN, but instead does 3 values. */
64#ifndef MIN3
65# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
66#endif
67
68#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
69#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
54
55#define MAX_FOOD 999
70 56
71//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
72#define MIN_WC -120 58#define MIN_WC -120
73#define MAX_WC 120 59#define MAX_WC 120
74#define MIN_AC -120 60#define MIN_AC -120
75#define MAX_AC 120 61#define MAX_AC 120
76#define MIN_DAM 0 62#define MIN_DAM 0
77#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
78 66
79#define MAX_BUF 1024 67#define MAX_BUF 1024 /* Used for all kinds of things */
80 /* Used for all kinds of things */
81#define VERY_BIG_BUF 2048
82#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
83#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
84
85#define FONTSIZE 3000 /* Max chars in font */
86
87#define MAX_ANIMATIONS 256
88 68
89#define MAX_NAME 48 69#define MAX_NAME 48
90#define MAX_EXT_TITLE 98
91 70
92/* Fatal variables: */ 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
93//TODO: remove all calls to fatal and replace them by cleanup
94#define OUT_OF_MEMORY 0
95#define MAP_ERROR 1
96#define ARCHTABLE_TOO_SMALL 2 // unused
97#define TOO_MANY_ERRORS 3
98 72
99/* TYPE DEFINES */ 73/* TYPE DEFINES */
100 74
101/* Only add new values to this list if somewhere in the program code, 75/* Only add new values to this list if somewhere in the program code,
102 * it is actually needed. Just because you add a new monster does not 76 * it is actually needed. Just because you add a new monster does not
121#define POTION 5 95#define POTION 5
122#define FOOD 6 96#define FOOD 6
123#define POISON 7 97#define POISON 7
124#define BOOK 8 98#define BOOK 8
125#define CLOCK 9 99#define CLOCK 9
126 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
101#define RANGED 11 // deliantra: other range item (skill based)
102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
127#define ARROW 13 103#define ARROW 13
128#define BOW 14 104#define BOW 14
129#define WEAPON 15 105#define WEAPON 15
130#define ARMOUR 16 106#define ARMOUR 16
131#define PEDESTAL 17 107#define PEDESTAL 17
132#define ALTAR 18 108#define ALTAR 18
133 109#define T_MATCH 19
134#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
135#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
136#define MAP 22 112#define MAP 22
137#define DOOR 23 113#define DOOR 23
138#define KEY 24 114#define KEY 24
139 115//25
140#define TIMED_GATE 26 116#define TIMED_GATE 26
141#define TRIGGER 27 117#define TRIGGER 27
142#define GRIMREAPER 28 118#define GRIMREAPER 28
143#define MAGIC_EAR 29 119#define MAGIC_EAR 29
144#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
153#define AMULET 39 129#define AMULET 39
154#define PLAYERMOVER 40 130#define PLAYERMOVER 40
155#define TELEPORTER 41 131#define TELEPORTER 41
156#define CREATOR 42 132#define CREATOR 42
157#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
158 134#define IDENTIFY_ALTAR 44
159#define EARTHWALL 45 135#define EARTHWALL 45
160#define GOLEM 46 136#define GOLEM 46
161 137#define DEEP_SWAMP 47
162#define THROWN_OBJ 48 138#define THROWN_OBJ 48
163#define BLINDNESS 49 139#define BLINDNESS 49
164#define GOD 50 140#define GOD 50
165#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
166 * which notices the presense of 142 * which notices the presense of
181 157
182#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
183 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
184 */ 160 */
185#define GEM 60 161#define GEM 60
186 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
187#define FIREWALL 62 163#define FIREWALL 62
188#define ANVIL 63 164#define ANVIL 63
189#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 165#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
190#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
191 * values of last_sp set how to change: 167 * values of last_sp set how to change:
192 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
193 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
194 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
195 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
196 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
197#define EXIT 66 176#define EXIT 66
198#define ENCOUNTER 67 177#define ENCOUNTER 67
199#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
200#define SHOP_MAT 69 179#define SHOP_MAT 69
201#define RING 70 180#define RING 70
202#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
203#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
204#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
205#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
206#define LIGHTER 75 185#define LIGHTER 75
207 186//76
208#define BUILDABLE_WALL 77 /* this is a buildable wall */ 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
209 188//78
210
211#define MISC_OBJECT 79 /* misc. objects are for objects without a function 189#define MISC_OBJECT 79 /* misc. objects are for objects without a function
212 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
213 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
214 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
215 chairs from here. */ 193 chairs from here. */
216 194//80
195#define TORCH 81 /* a torch */
217#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
218#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
219 198//84
220#define SPELLBOOK 85 199#define SPELLBOOK 85
221 200//86
222#define CLOAK 87 201#define CLOAK 87
223 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
204 potions, alchemy, or magic works here (elmex) */
224#define SPINNER 90 205#define SPINNER 90
225#define GATE 91 206#define GATE 91
226#define BUTTON 92 207#define BUTTON 92
227#define CF_HANDLE 93 208#define T_HANDLE 93
228#define HOLE 94 209#define HOLE 94
229#define TRAPDOOR 95 210#define TRAPDOOR 95
230 211#define RUNE 96
212#define TRAP 97
231#define SIGN 98 213#define SIGN 98
232#define BOOTS 99 214#define BOOTS 99
233#define GLOVES 100 215#define GLOVES 100
234#define SPELL 101 216#define SPELL 101
235#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
236#define CONVERTER 103 218#define CONVERTER 103
237#define BRACERS 104 219#define BRACERS 104
238#define POISONING 105 220#define POISONING 105
239#define SAVEBED 106 221#define SAVEBED 106
240 222#define DISEASE 107
223#define SYMPTOM 108
241#define WAND 109 224#define WAND 109
242 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
243#define SCROLL 111 226#define SCROLL 111
244#define DIRECTOR 112 227#define DIRECTOR 112
245#define GIRDLE 113 228#define GIRDLE 113
246#define FORCE 114 229#define FORCE 114
247#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 230#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
248#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 231#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
249 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
250#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 236#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
251#define CONTAINER 122 237#define CONTAINER 122
252#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
253#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
254
255#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
256#define DEEP_SWAMP 138
257#define IDENTIFY_ALTAR 139
258
259#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
260
261#define RUNE 154
262#define TRAP 155
263
264#define POWER_CRYSTAL 156
265#define CORPSE 157
266
267#define DISEASE 158
268#define SYMPTOM 159
269#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
270#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
271 242
272#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
273
274#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
275 potions, alchemy, or magic works here (elmex) */
276
277#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
278
279/* DEAD TYPES: */
280//#define FBULLET 10
281//#define FBALL 11
282//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
283//#define CONFUSION 19
284//#define MMISSILE 25
285/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
286 * experience for broad skill categories. This value
287 * is now automatically converteed at load time.
288 */
289//#define BOMB 47
290//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
291
292/* random crossfire developer: The trap_part, wall, light_source,
293 * misc_object, monster, and spawn_generator
294 * types are not used in any archetypes,
295 * and should perhaps be removed.
296 *
297 * Wed Dec 20 13:35:24 CET 2006:
298 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
299 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
300 * renamed WALL to BUILDABLE_WALL.
301 */
302
303//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
304//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
305//#define MONSTER 80 /* yes, thats a real, living creature */
306//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
307//#define TOOL 84 /* a tool for building objects */
308//#define BUILDFAC 86 /* facilities for building objects */
309//#define CONE 88
310//#define AURA 89 /* aura spell object */
311//#define WORD_OF_RECALL 96
312//#define PARAIMAGE 97
313//#define POISONCLOUD 107
314//#define FIREHOLES 108
315//#define ABILITY 110
316/* unused: 125 - 129
317 * type 125 was MONEY_CHANGER
318 */
319//#define CANCELLATION 141 /* not used with new spell code */
320//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
321//#define SWARM_SPELL 153
322//#define GPS 162 /* Ground positionning system, moved to Python plugin */
323//#define QUEST 164 /* See below for subtypes */
324 244
325/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
326 246
247typedef std::bitset<NUM_TYPES> typeset;
248
249/* These are the items that currently can change digestion, regeneration,
250 * spell point recovery and mana point recovery. Seems sort of an arbitary
251 * list, but other items store other info into stats array.
252 * As a special exception, bows use stats.sp for their own purposes.
253 */
254static const struct digest_types : typeset
255{
256 digest_types ()
257 {
258 set (WEAPON);
259 set (BOW);
260 set (ARMOUR);
261 set (HELMET);
262 set (SHIELD);
263 set (RING);
264 set (BOOTS);
265 set (GLOVES);
266 set (AMULET);
267 set (GIRDLE);
268 set (BRACERS);
269 set (CLOAK);
270 set (DISEASE);
271 set (FORCE);
272 set (SKILL);
273 }
274} digest_types;
275
327#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
277// currently (2007-09) in use: 50
278#define NUM_SUBTYPES 64
328 279
329/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
330#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
331#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
332 283
333/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
334#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
335#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
336#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 287#define ST_MAT_ITEM 3 /* All other items, including doors & such */
367#define PU_NOTHING 0x00000000 318#define PU_NOTHING 0x00000000
368 319
369#define PU_DEBUG 0x10000000 320#define PU_DEBUG 0x10000000
370#define PU_INHIBIT 0x20000000 321#define PU_INHIBIT 0x20000000
371#define PU_STOP 0x40000000 322#define PU_STOP 0x40000000
372#define PU_NEWMODE 0x80000000 323#define PU_ENABLE 0x80000000 // used to distinguish value density
373 324
374#define PU_RATIO 0x0000000F 325#define PU_RATIO 0x0000000F
375 326
376#define PU_FOOD 0x00000010 327#define PU_FOOD 0x00000010
377#define PU_DRINK 0x00000020 328#define PU_DRINK 0x00000020
407 * freearr, add these values. <= SIZEOFFREE1 will get you 358 * freearr, add these values. <= SIZEOFFREE1 will get you
408 * within 1 space. <= SIZEOFFREE2 wll get you withing 359 * within 1 space. <= SIZEOFFREE2 wll get you withing
409 * 2 spaces, and the entire array (< SIZEOFFREE) is 360 * 2 spaces, and the entire array (< SIZEOFFREE) is
410 * three spaces 361 * three spaces
411 */ 362 */
363#define SIZEOFFREE0 0
412#define SIZEOFFREE1 8 364#define SIZEOFFREE1 8
413#define SIZEOFFREE2 24 365#define SIZEOFFREE2 24
366#define SIZEOFFREE3 48
414#define SIZEOFFREE 49 367#define SIZEOFFREE 49
415 368
416#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 369#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
417 370
418/* 371/*
419 * If any FLAG's are added or changed, make sure the flag_names structure in 372 * If any FLAG's are added or changed, make sure the flag_names structure in
420 * common/loader.l is updated. 373 * common/loader.C is updated.
421 */ 374 */
422
423/* Basic routines to do above */
424#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
425#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
426#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
427 375
428/* the flags */ 376/* the flags */
429 377
430#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
431#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
432#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 380#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
433#define FLAG_FREED 3 /* Object is in the list of free objects */ 381#define FLAG_FREED 3 /* Object is in the list of free objects */
434//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
435#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
436#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
437#define FLAG_USE_SHIELD 7 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
438 /* Can this creature use a shield? */
439
440#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
441 387/*#define FLAG_WALK_ON 9*/
442/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
443/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
444
445#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
446
447/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 390/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
448/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 391/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
449 392#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
450#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
451#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
452
453#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
454#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
455#define FLAG_AUTO_APPLY 18 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
456 /* Will be applied when created */
457#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 398#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
458#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 399#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
459#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
460#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
461#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
462#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
463
464/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
465/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 405/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
466/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
467 407#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
468#define FLAG_IS_USED_UP 28 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
469 /* When (--food<0) the object will exit */ 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
470#define FLAG_IDENTIFIED 29 410#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
471 /* Player knows full info about item */
472#define FLAG_REFLECTING 30
473 /* Object reflects from walls (lightning) */
474#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
475
476#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
477#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
478#define FLAG_STARTEQUIP 34 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
479 /* Object was given to player at start */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
480#define FLAG_BLOCKSVIEW 35
481 /* Object blocks view */
482#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
483#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
484#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
485#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
486 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
487#define FLAG_REFL_SPELL 40
488 /* Spells (some) will reflect from object */
489#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 420#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
490#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 421//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
491#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
492#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 423#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
493#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
494 but can still attack at a distance */ 425 but can still attack at a distance */
495
496/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 426/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
497 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
498/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
499
500#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
501#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
502#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
503#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 432#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
504#define FLAG_CAST_SPELL 52 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
505 /* (Monster) can learn and cast spells */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
506#define FLAG_USE_SCROLL 53
507 /* (Monster) can read scroll */
508#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 435#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
509#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
510 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
511#define FLAG_USE_ARMOUR 56 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
512 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_WEAPON 57
514 /* (Monster) can wield weapons */
515#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 439#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
516#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 440#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
517#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
518#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
519#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 443#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
520#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 444#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
521
522#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
523#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 446#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
524#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
525#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
526#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
527#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 450#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
528#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
529#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
530
531#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
532#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 454#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
533#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
534#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
535#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 457#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
536#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 458#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
537#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 459#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
538#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
539
540#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
541#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 462#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
542#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
543
544#define FLAG_PRECIOUS 83 // object is precious (pets) 464#define FLAG_PRECIOUS 83 // object is precious (pets)
545#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
546#define FLAG_MAKE_INVIS 85 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
547 /* (Item) gives invisibility when applied */ 467#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
548#define FLAG_INV_LOCKED 86
549 /* Item will not be dropped from inventory */
550#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
551
552#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
553#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 470#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
554#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 471#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
555#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 472#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
556#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
557#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 474#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
558#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
559
560/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
561
562#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
563#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 478#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
564 * away (replaces ghosthit) 479 * away (replaces ghosthit)
565 */ 480 */
566#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 481#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
567 * detect cases were the server is trying
568 * to send an upditem when we have not
569 * actually sent the item.
570 */ 482
571
572#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
573 object */ 484 object */
574#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
575#define FLAG_NO_ATTACK 101 /* monster don't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
576#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
577#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 488#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
578 * load_original_map() */ 489 * load_original_map() */
579#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 490#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
580 * the overlay, and is not subject to
581 * decay. */
582#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 491#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
583#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 492#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
584#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
585#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
586#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
587#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
588#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
589#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 498#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
590 499
591#define NUM_FLAGS 113 /* Should always be equal to the last 500#define NUM_FLAGS 113 /* Should always be equal to the last
592 * defined flag + 1. If you change this, 501 * defined flag + 1. If you change this,
593 * make sure you update the flag_links 502 * make sure you update the flag_links
594 * in common/loader.l 503 * in common/loader.l
595 */ 504 */
596
597/* Values can go up to 127 before the size of the flags array in the
598 * object structure needs to be enlarged.
599 * So there are 18 available flags slots
600 */
601
602#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
603 505
604/* If you add new movement types, you may need to update 506/* If you add new movement types, you may need to update
605 * describe_item() so properly describe those types. 507 * describe_item() so properly describe those types.
606 * change_abil() probably should be updated also. 508 * change_abil() probably should be updated also.
607 */ 509 */
608#define MOVE_WALK 0x01 /* Object walks */ 510#define MOVE_WALK 0x01 /* Object walks */
609#define MOVE_FLY_LOW 0x02 /* Low flying object */ 511#define MOVE_FLY_LOW 0x02 /* Low flying object */
610#define MOVE_FLY_HIGH 0x04 /* High flying object */ 512#define MOVE_FLY_HIGH 0x04 /* High flying object */
611#define MOVE_FLYING 0x06
612 /* Combo of fly_low and fly_high */
613#define MOVE_SWIM 0x08 /* Swimming object */ 513#define MOVE_SWIM 0x08 /* Swimming object */
614#define MOVE_BOAT 0x10 /* Boats/sailing */ 514#define MOVE_BOAT 0x10 /* Boats/sailing */
615#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 515#define MOVE_SHIP 0x20 /* boats suitable for oceans */
616 516
517#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
617#define MOVE_ALL 0x3f /* Mask of all movement types */ 518#define MOVE_ALL 0x3f /* Mask of all movement types */
618 519
619/* typdef here to define type large enough to hold bitmask of 520/* typdef here to define type large enough to hold bitmask of
620 * all movement types. Make one declaration so easy to update. 521 * all movement types. Make one declaration so easy to update.
621 * uint8 is defined yet, so just use what that would define it
622 * at anyways.
623 */ 522 */
624typedef unsigned char MoveType; 523typedef unsigned char MoveType;
625 524
626/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 525/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
627 * Basically, ob2 has to block all of ob1 movement types. 526 * Basically, ob2 has to block all of ob1 movement types.
636 * 535 *
637 */ 536 */
638#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 537#define OB_TYPE_MOVE_BLOCK(ob1, type) \
639 ((type) && (ob1->move_type & type) == ob1->move_type) 538 ((type) && (ob1->move_type & type) == ob1->move_type)
640 539
641
642#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
643#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
644#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 540#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
645
646/* Note: These values are only a default value, resizing can change them */
647#define INV_SIZE 12 /* How many items can be viewed in inventory */
648#define LOOK_SIZE 6 /* ditto, but for the look-window */
649#define MAX_INV_SIZE 40 /* For initializing arrays */
650#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
651
652#define EDITABLE(xyz) ((xyz)->arch->editable)
653
654#define E_MONSTER 0x00000001
655#define E_EXIT 0x00000002
656#define E_TREASURE 0x00000004
657#define E_BACKGROUND 0x00000008
658#define E_DOOR 0x00000010
659#define E_SPECIAL 0x00000020
660#define E_SHOP 0x00000040
661#define E_NORMAL 0x00000080
662#define E_FALSE_WALL 0x00000100
663#define E_WALL 0x00000200
664#define E_EQUIPMENT 0x00000400
665#define E_OTHER 0x00000800
666#define E_ARTIFACT 0x00001000
667 541
668#define EXIT_PATH(xyz) (xyz)->slaying 542#define EXIT_PATH(xyz) (xyz)->slaying
669#define EXIT_LEVEL(xyz) (xyz)->stats.food 543#define EXIT_LEVEL(xyz) (xyz)->stats.food
670#define EXIT_X(xyz) (xyz)->stats.hp 544#define EXIT_X(xyz) (xyz)->stats.hp
671#define EXIT_Y(xyz) (xyz)->stats.sp 545#define EXIT_Y(xyz) (xyz)->stats.sp
672#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 546#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
673#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 547#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
674 548
675/* for use by the lighting code */ 549/* for use by the lighting code */
676#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 550#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
677 * large values allow objects that can 551 * large values allow objects that can
678 * slow down the game */ 552 * slow down the game */
679#define MAX_DARKNESS 5 /* maximum map darkness, there is no 553#define MAX_DARKNESS 5 /* maximum map darkness, there is no
680 * practical reason to exceed this */ 554 * practical reason to exceed this */
555#define LOS_MAX 4 /* max. los value for non-blocked spaces */
556#define LOS_BLOCKED 100 /* fully blocked spaces */
681#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 557#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
682 MAX_LIGHT_RADII:(xyz)->glow_radius; 558 MAX_LIGHT_RADII : (xyz)->glow_radius;
559// player position in blocked_los code
560#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
561#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
562
683 563
684#define F_BUY 0 564#define F_BUY 0
685#define F_SELL 1 565#define F_SELL 1
686#define F_TRUE 2 /* True value of item, unadjusted */ 566#define F_TRUE 2 /* True value of item, unadjusted */
687#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 567#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
691#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 571#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
692 572
693#define DIRX(xyz) freearr_x[(xyz)->direction] 573#define DIRX(xyz) freearr_x[(xyz)->direction]
694#define DIRY(xyz) freearr_y[(xyz)->direction] 574#define DIRY(xyz) freearr_y[(xyz)->direction]
695 575
696#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
697#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
698
699#define ARMOUR_SPEED(xyz) (xyz)->last_sp 576#define ARMOUR_SPEED(xyz) (xyz)->last_sp
700#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 577#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
701#define WEAPON_SPEED(xyz) (xyz)->last_sp 578#define WEAPON_SPEED(xyz) (xyz)->last_sp
702 579
703/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 580/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
704 each of them signed char, concatenated in a int16 */ 581 each of them signed char, concatenated in a int16 */
705#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 582#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
706#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 583#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
707#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 584#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
585
708#define FIRE_DIRECTIONAL 0 586#define FIRE_DIRECTIONAL 0
709#define FIRE_POSITIONAL 1 587#define FIRE_POSITIONAL 1
710 588
711/******************************************************************************/ 589/******************************************************************************/
712/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 590/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
725/* CIRCLE1 = 32 */ 603/* CIRCLE1 = 32 */
726/* + DISTATT = 1 */ 604/* + DISTATT = 1 */
727/* ------------------- */ 605/* ------------------- */
728/* attack_movement = 33 */ 606/* attack_movement = 33 */
729/******************************************************************************/ 607/******************************************************************************/
730#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 608#define DISTATT 1 /* move toward a player if far, but mantain some space, */
731 /* attack from a distance - good for missile users only */ 609 /* attack from a distance - good for missile users only */
732#define RUNATT 2 /* run but attack if player catches up to object */ 610#define RUNATT 2 /* run but attack if player catches up to object */
733#define HITRUN 3 /* run to then hit player then run away cyclicly */ 611#define HITRUN 3 /* run to then hit player then run away cyclicly */
734#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 612#define WAITATT 4 /* wait for player to approach then hit, move if hit */
735#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 613#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
736#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 614#define ALLRUN 6 /* always run never attack good for sim. of weak player */
737#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 615#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
738#define WAIT2 8 /* monster does not try to move towards player if far */ 616#define WAIT2 8 /* monster does not try to move towards player if far */
739 /* maintains comfortable distance */ 617 /* maintains comfortable distance */
618
740#define PETMOVE 16 /* if the upper four bits of attack_movement */ 619#define PETMOVE 16 /* if the upper four bits of attack_movement */
741 /* are set to this number, the monster follows a player */ 620 /* are set to this number, the monster follows a player */
742 /* until the owner calls it back or off */ 621 /* until the owner calls it back or off */
743 /* player followed denoted by 0b->owner */ 622 /* player followed denoted by 0b->owner */
744 /* the monster will try to attack whatever the player is */ 623 /* the monster will try to attack whatever the player is */
745 /* attacking, and will continue to do so until the owner */ 624 /* attacking, and will continue to do so until the owner */
746 /* calls off the monster - a key command will be */ 625 /* calls off the monster - a key command will be */
747 /* inserted to do so */ 626 /* inserted to do so */
748#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 627#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
749 /* are set to this number, the monster will move in a */ 628 /* are set to this number, the monster will move in a */
750 /* circle until it is attacked, or the enemy field is */ 629 /* circle until it is attacked, or the enemy field is */
751 /* set, this is good for non-aggressive monsters and NPC */ 630 /* set, this is good for non-aggressive monsters and NPC */
752#define CIRCLE2 48 /* same as above but a larger circle is used */ 631#define CIRCLE2 48 /* same as above but a larger circle is used */
753#define PACEH 64 /* The Monster will pace back and forth until attacked */ 632#define PACEH 64 /* The Monster will pace back and forth until attacked */
754 /* this is HORIZONTAL movement */ 633 /* this is HORIZONTAL movement */
755#define PACEH2 80 /* the monster will pace as above but the length of the */ 634#define PACEH2 80 /* the monster will pace as above but the length of the */
756 /* pace area is longer and the monster stops before */ 635 /* pace area is longer and the monster stops before */
757 /* changing directions */ 636 /* changing directions */
758 /* this is HORIZONTAL movement */ 637 /* this is HORIZONTAL movement */
759#define RANDO 96 /* the monster will go in a random direction until */ 638#define RANDO 96 /* the monster will go in a random direction until */
760 /* it is stopped by an obstacle, then it chooses another */ 639 /* it is stopped by an obstacle, then it chooses another */
761 /* direction. */ 640 /* direction. */
762#define RANDO2 112 /* constantly move in a different random direction */ 641#define RANDO2 112 /* constantly move in a different random direction */
763#define PACEV 128 /* The Monster will pace back and forth until attacked */ 642#define PACEV 128 /* The Monster will pace back and forth until attacked */
764 /* this is VERTICAL movement */ 643 /* this is VERTICAL movement */
765#define PACEV2 144 /* the monster will pace as above but the length of the */ 644#define PACEV2 144 /* the monster will pace as above but the length of the */
766 /* pace area is longer and the monster stops before */ 645 /* pace area is longer and the monster stops before */
767 /* changing directions */ 646 /* changing directions */
768 /* this is VERTICAL movement */ 647 /* this is VERTICAL movement */
769#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 648#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
770#define HI4 240 649#define HI4 240
771 650
772#define BLANK_FACE_NAME "blank.x11" 651#define BLANK_FACE_NAME "blank.x11"
773#define EMPTY_FACE_NAME "empty.x11" 652#define EMPTY_FACE_NAME "empty.x11"
653#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
774 654
775/* 655/*
776 * Defines for the luck/random functions to make things more readable 656 * Defines for the luck/random functions to make things more readable
777 */ 657 */
778 658
779#define PREFER_HIGH 1 659#define PREFER_HIGH 1
780#define PREFER_LOW 0 660#define PREFER_LOW 0
781
782/* Simple function we use below to keep adding to the same string
783 * but also make sure we don't overwrite that string.
784 */
785static inline void
786safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
787{
788 if (*curlen == (maxlen - 1))
789 return;
790
791 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
792 dest[maxlen - 1] = 0;
793 *curlen += strlen (orig);
794
795 if (*curlen > (maxlen - 1))
796 *curlen = maxlen - 1;
797}
798
799
800/* The SAFE versions of these call the safe_strcat function above.
801 * Ideally, all functions should use the SAFE functions, but they
802 * require some extra support in the calling function to remain as
803 * efficient.
804 */
805#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
806 if(variable) { \
807 int i,j=0; \
808 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
809 for(i=0; i<NROFATTACKS; i++) \
810 if(variable & (1<<i)) { \
811 if (j) \
812 safe_strcat(retbuf,", ", len, maxlen); \
813 else \
814 j = 1; \
815 safe_strcat(retbuf, attacks[i], len, maxlen); \
816 } \
817 safe_strcat(retbuf,")",len,maxlen); \
818 }
819
820
821/* separated this from the common/item.c file. b.t. Dec 1995 */
822
823#define DESCRIBE_ABILITY(retbuf, variable, name) \
824 if(variable) { \
825 int i,j=0; \
826 strcat(retbuf,"(" name ": "); \
827 for(i=0; i<NROFATTACKS; i++) \
828 if(variable & (1<<i)) { \
829 if (j) \
830 strcat(retbuf,", "); \
831 else \
832 j = 1; \
833 strcat(retbuf, attacks[i]); \
834 } \
835 strcat(retbuf,")"); \
836 }
837
838
839#define DESCRIBE_PATH(retbuf, variable, name) \
840 if(variable) { \
841 int i,j=0; \
842 strcat(retbuf,"(" name ": "); \
843 for(i=0; i<NRSPELLPATHS; i++) \
844 if(variable & (1<<i)) { \
845 if (j) \
846 strcat(retbuf,", "); \
847 else \
848 j = 1; \
849 strcat(retbuf, spellpathnames[i]); \
850 } \
851 strcat(retbuf,")"); \
852 }
853
854
855#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
856 if(variable) { \
857 int i,j=0; \
858 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
859 for(i=0; i<NRSPELLPATHS; i++) \
860 if(variable & (1<<i)) { \
861 if (j) \
862 safe_strcat(retbuf,", ", len, maxlen); \
863 else \
864 j = 1; \
865 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
866 } \
867 safe_strcat(retbuf,")", len, maxlen); \
868 }
869 661
870/* Flags for apply_special() */ 662/* Flags for apply_special() */
871enum apply_flag 663enum apply_flag
872{ 664{
873 /* Basic flags/mode, always use one of these */ 665 /* Basic flags/mode, always use one of these */
874 AP_TOGGLE = 0, 666 AP_TOGGLE = 0,
875 AP_APPLY = 1, 667 AP_APPLY = 0x01,
876 AP_UNAPPLY = 2, 668 AP_UNAPPLY = 0x02,
877 669 AP_MODE = 0x03,
878 AP_BASIC_FLAGS = 0x0f,
879 670
880 /* Optional flags, for bitwise or with a basic flag */ 671 /* Optional flags, for bitwise or with a basic flag */
881 AP_NO_MERGE = 0x10, 672 AP_NO_MERGE = 0x10,
882 AP_IGNORE_CURSE = 0x20, 673 AP_IGNORE_CURSE = 0x20,
883 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 674 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
884 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 675 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
885}; 676};
886 677
887/* Bitmask values for 'can_apply_object()' return values. 678/* Bitmask values for 'can_apply_object()' return values.
888 * the CAN_APPLY_ prefix is to just note what function the 679 * the CAN_APPLY_ prefix is to just note what function the
889 * are returned from. 680 * are returned from.
908 * this one can be applied. Think of rings - human is wearing two 699 * this one can be applied. Think of rings - human is wearing two
909 * rings and tries to apply one - there are two possible rings he 700 * rings and tries to apply one - there are two possible rings he
910 * could remove. 701 * could remove.
911 * 702 *
912 */ 703 */
913#define CAN_APPLY_NEVER 0x1 704#define CAN_APPLY_NEVER 0x01
914#define CAN_APPLY_RESTRICTION 0x2 705#define CAN_APPLY_RESTRICTION 0x02
915#define CAN_APPLY_NOT_MASK 0xf 706#define CAN_APPLY_NOT_MASK 0x0f
707
916#define CAN_APPLY_UNAPPLY 0x10 708#define CAN_APPLY_UNAPPLY 0x10
917#define CAN_APPLY_UNAPPLY_MULT 0x20 709#define CAN_APPLY_UNAPPLY_MULT 0x20
918#define CAN_APPLY_UNAPPLY_CHOICE 0x40 710#define CAN_APPLY_UNAPPLY_CHOICE 0x40
919 711
920/* Cut off point of when an object is put on the active list or not */ 712// Cut off point of when an object is put on the active list or not
713// we use 2**-n because that can be represented exactly
714// also make sure that this is a float, not double, constant.
715// some areas in the server divide by this value, so
716// to avoid integer overflows it should not be much lower.
921#define MIN_ACTIVE_SPEED 1e-5 717#define MIN_ACTIVE_SPEED (1.f / 65536.f)
922 718
923#define RANDOM() (rndm.next () & 0xffffffU) 719/* have mercy on players and guarantee a somewhat higher speed */
924#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 720#define MIN_PLAYER_SPEED 0.04f
925
926/* Returns the weight of the given object. Note: it does not take the number of
927 * items (nrof) into account.
928 */
929#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
930
931
932/* Code fastening defines
933 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
934 * buf__ and increment buf__ position so it will point to the end of buf__.
935 * the '\0' caracter will not be put at end of buf__.
936 * use preparefastcat and finishfastcat on buf__ to prepare
937 * and clean up the string. (Lots faster than doing each time...)
938 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
939 * keep in mind FAST_STRNCAT is faster since length of second argument is
940 * kown in advance.
941 */
942
943#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
944#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
945#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
946#define FINISH_FASTCAT(buf__) buf__[0]='\0';
947 721
948/* 722/*
949 * Warning! 723 * Warning!
950 * If you add message types here, don't forget 724 * If you add message types here, don't forget
951 * to keep the client up to date too! 725 * to keep the client up to date too!
1036 810
1037/* admin messages */ 811/* admin messages */
1038#define MSG_TYPE_ADMIN_RULES 1 812#define MSG_TYPE_ADMIN_RULES 1
1039#define MSG_TYPE_ADMIN_NEWS 2 813#define MSG_TYPE_ADMIN_NEWS 2
1040 814
815/**
816 * Maximum distance a player may hear a sound from.
817 * This is only used for client/server sound and say. If the sound source
818 * on the map is farther away than this, we don't sent it to the client.
819 */
820#define MAX_SOUND_DISTANCE 16
821
822#define LOG_CHANNEL "log" // the plain and ugly standard server log
823#define INFO_CHANNEL "info" // lower_left box
824#define SAY_CHANNEL "say"
825#define CHAT_CHANNEL "chat"
826#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
827
828/* The following are the color flags passed to new_draw_info.
829 *
830 * We also set up some control flags
831 *
832 * NDI = New Draw Info
833 */
834
835/* Color specifications - note these match the order in xutil.c */
836/* Note 2: Black, the default color, is 0. Thus, it does not need to
837 * be implicitly specified.
838 */
839#define NDI_BLACK 0
840#define NDI_WHITE 1
841#define NDI_NAVY 2
842#define NDI_RED 3
843#define NDI_ORANGE 4
844#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
845#define NDI_DK_ORANGE 6 /* DarkOrange2 */
846#define NDI_GREEN 7 /* SeaGreen */
847#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
848 /* Than seagreen - also background color */
849#define NDI_GREY 9
850#define NDI_BROWN 10 /* Sienna */
851#define NDI_GOLD 11
852#define NDI_TAN 12 /* Khaki */
853
854#define NDI_MAX_COLOR 12 /* Last value in */
855#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
856 /* using an int anyways, so we have the space */
857 /* to still do all the flags */
858
859#define NDI_REPLY 0x20 // is a direct reply to a user command
860#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
861#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
862#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
863
864#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
865#define NDI_ALL 0x2000 /* Inform all players of this message */
866#define NDI_DEF 0x4000 // ignore colour for channel protocol
867#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
868
1041#endif /* DEFINE_H */ 869#endif /* DEFINE_H */
1042 870

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