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Comparing deliantra/server/include/define.h (file contents):
Revision 1.7 by root, Sun Aug 27 13:02:03 2006 UTC vs.
Revision 1.14 by pippijn, Mon Dec 11 19:46:46 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: define.h,v 1.7 2006/08/27 13:02:03 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
41/* 36/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it. 37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly. 38 * Thus the prototypes made by cextract don't get included correctly.
44 */ 39 */
45#if !defined(__STDC__) 40#if !defined(__STDC__)
41
46/* Removed # from start of following line. makedepend was picking it up. 42/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error. 43 * The following should still hopefully result in an error.
48 */ 44 */
49error - Your ANSI C compiler should be defining __STDC__; 45error - Your ANSI C compiler should be defining __STDC__;
50#endif 46#endif
51 47
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 48#include <autoconf.h>
54#endif
55 49
56#define FONTDIR "" 50#define FONTDIR ""
57#define FONTNAME "" 51#define FONTNAME ""
58 52
59/* Decstations have trouble with fabs()... */ 53/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x)) 54#define FABS(x) ((x)<0?-(x):(x))
61 55
62#ifdef __NetBSD__ 56#ifdef __NetBSD__
63#include <sys/param.h> 57# include <sys/param.h>
64#endif 58#endif
65#ifndef MIN 59#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y)) 60# define MIN(x,y) ((x)<(y)?(x):(y))
67#endif 61#endif
68#ifndef MAX 62#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y)) 63# define MAX(x,y) ((x)>(y)?(x):(y))
70#endif 64#endif
71 65
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
73#ifndef NAME_MAX 67#ifndef NAME_MAX
74#define NAME_MAX 255 68# define NAME_MAX 255
75#endif 69#endif
76 70
77/* MAX3 is basically like MAX, but instead does 3 values. */ 71/* MAX3 is basically like MAX, but instead does 3 values. */
78#ifndef MAX3 72#ifndef MAX3
79#define MAX3(x,y, z) (MAX(x, MAX(y,z))) 73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif 74#endif
81 75
82/* MIN3 is basically like MIN, but instead does 3 values. */ 76/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3 77#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z))) 78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif 79#endif
86 80
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 81#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 82#define MIN_STAT 1 /* The minimum legal value of any stat */
89 83
90#define MAX_BUF 1024 /* Used for all kinds of things */ 84#define MAX_BUF 1024
85 /* Used for all kinds of things */
91#define VERY_BIG_BUF 2048 86#define VERY_BIG_BUF 2048
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94 89
95#define FONTSIZE 3000 /* Max chars in font */ 90#define FONTSIZE 3000 /* Max chars in font */
96 91
97#define MAX_ANIMATIONS 256 92#define MAX_ANIMATIONS 256
98 93
99#define MAX_NAME 48 94#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98 95#define MAX_EXT_TITLE 98
102 96
103/* Fatal variables: */ 97/* Fatal variables: */
104#define OUT_OF_MEMORY 0 98#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1 99#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2 100#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3 101#define TOO_MANY_ERRORS 3
108 102
109/* TYPE DEFINES */ 103/* TYPE DEFINES */
104
110/* Only add new values to this list if somewhere in the program code, 105/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 106 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 107 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 108 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 109 * the monster type, that can not be handled by any of the numerous
118 */ 113 */
119 114
120/* type 0 will be undefined and shows a non valid type information */ 115/* type 0 will be undefined and shows a non valid type information */
121 116
122#define PLAYER 1 117#define PLAYER 1
123#define TRANSPORT 2 /* see doc/Developers/objects */ 118#define TRANSPORT 2 /* see doc/Developers/objects */
124#define ROD 3 119#define ROD 3
125#define TREASURE 4 120#define TREASURE 4
126#define POTION 5 121#define POTION 5
127#define FOOD 6 122#define FOOD 6
128#define POISON 7 123#define POISON 7
129#define BOOK 8 124#define BOOK 8
130#define CLOCK 9 125#define CLOCK 9
126
131/*#define FBULLET 10 */ 127/*#define FBULLET 10 */
128
132/*#define FBALL 11 */ 129/*#define FBALL 11 */
133#define LIGHTNING 12 130#define LIGHTNING 12
134#define ARROW 13 131#define ARROW 13
135#define BOW 14 132#define BOW 14
136#define WEAPON 15 133#define WEAPON 15
137#define ARMOUR 16 134#define ARMOUR 16
138#define PEDESTAL 17 135#define PEDESTAL 17
139#define ALTAR 18 136#define ALTAR 18
137
140/*#define CONFUSION 19 */ 138/*#define CONFUSION 19 */
141#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
143#define MAP 22 141#define MAP 22
144#define DOOR 23 142#define DOOR 23
145#define KEY 24 143#define KEY 24
144
146/*#define MMISSILE 25 */ 145/*#define MMISSILE 25 */
147#define TIMED_GATE 26 146#define TIMED_GATE 26
148#define TRIGGER 27 147#define TRIGGER 27
149#define GRIMREAPER 28 148#define GRIMREAPER 28
150#define MAGIC_EAR 29 149#define MAGIC_EAR 29
159#define GRAVESTONE 38 158#define GRAVESTONE 38
160#define AMULET 39 159#define AMULET 39
161#define PLAYERMOVER 40 160#define PLAYERMOVER 40
162#define TELEPORTER 41 161#define TELEPORTER 41
163#define CREATOR 42 162#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 163#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */
166 /* experience for broad skill categories. This value */ 165 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */ 166 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 167#define EARTHWALL 45
169#define GOLEM 46 168#define GOLEM 46
169
170/*#define BOMB 47 */ 170/*#define BOMB 47 */
171#define THROWN_OBJ 48 171#define THROWN_OBJ 48
172#define BLINDNESS 49 172#define BLINDNESS 49
173#define GOD 50 173#define GOD 50
174 174
175#define DETECTOR 51 /* peterm: detector is an object */ 175#define DETECTOR 51 /* peterm: detector is an object */
176 /* which notices the presense of */ 176 /* which notices the presense of */
177 /* another object and is triggered */ 177 /* another object and is triggered */
178 /* like buttons. */ 178 /* like buttons. */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */
180 /* force into a player with a specified string WHEN TRIGGERED. */ 180 /* force into a player with a specified string WHEN TRIGGERED. */
181#define DEAD_OBJECT 53 181#define DEAD_OBJECT 53
182#define DRINK 54 182#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 183#define MARKER 55 /* inserts an invisible, weightless */
184 /* force into a player with a specified string. */ 184 /* force into a player with a specified string. */
185#define HOLY_ALTAR 56 185#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 186#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 188
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 189#define PEACEMAKER 59 /* Object owned by a player which can convert */
190 /* a monster into a peaceful being incapable of attack. */ 190 /* a monster into a peaceful being incapable of attack. */
191#define GEM 60 191#define GEM 60
192
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
193#define FIREWALL 62 194#define FIREWALL 62
194#define ANVIL 63 195#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
197 * values of last_sp set how to change: 198 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 199 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 200 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 201 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 202 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 203 * 4 = charm, monsters become pets */
203#define EXIT 66 204#define EXIT 66
204#define ENCOUNTER 67 205#define ENCOUNTER 67
205#define SHOP_FLOOR 68 206#define SHOP_FLOOR 68
206#define SHOP_MAT 69 207#define SHOP_MAT 69
207#define RING 70 208#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 209#define FLOOR 71 /* this is a floor tile -> native layer 0 */
209#define FLESH 72 /* animal 'body parts' -b.t. */ 210#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 211#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 212#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 213#define LIGHTER 75
213 214
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
215 * types are not used in any archetypes, and should perhaps be removed. 216 * types are not used in any archetypes, and should perhaps be removed.
216 */ 217 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218 219
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ 221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 222#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 223 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 224 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 225 on chairs, we create a new type and remove all
225 chairs from here. */ 226 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 227#define MONSTER 80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 228 /* yes, thats a real, living creature */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
228#define LAMP 82 /* a lamp */ 231#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 232#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 233#define TOOL 84 /* a tool for building objects */
231#define SPELLBOOK 85 234#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 235#define BUILDFAC 86 /* facilities for building objects */
233#define CLOAK 87 236#define CLOAK 87
237
234/*#define CONE 88 */ 238/*#define CONE 88 */
235/*#define AURA 89 *//* aura spell object */ 239
240 /*#define AURA 89 *//* aura spell object */
236 241
237#define SPINNER 90 242#define SPINNER 90
238#define GATE 91 243#define GATE 91
239#define BUTTON 92 244#define BUTTON 92
240#define CF_HANDLE 93 245#define CF_HANDLE 93
241#define HOLE 94 246#define HOLE 94
242#define TRAPDOOR 95 247#define TRAPDOOR 95
248
243/*#define WORD_OF_RECALL 96 */ 249/*#define WORD_OF_RECALL 96 */
250
244/*#define PARAIMAGE 97 */ 251/*#define PARAIMAGE 97 */
245#define SIGN 98 252#define SIGN 98
246#define BOOTS 99 253#define BOOTS 99
247#define GLOVES 100 254#define GLOVES 100
248#define SPELL 101 255#define SPELL 101
252#define POISONING 105 259#define POISONING 105
253#define SAVEBED 106 260#define SAVEBED 106
254#define POISONCLOUD 107 261#define POISONCLOUD 107
255#define FIREHOLES 108 262#define FIREHOLES 108
256#define WAND 109 263#define WAND 109
264
257/*#define ABILITY 110*/ 265/*#define ABILITY 110*/
258#define SCROLL 111 266#define SCROLL 111
259#define DIRECTOR 112 267#define DIRECTOR 112
260#define GIRDLE 113 268#define GIRDLE 113
261#define FORCE 114 269#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 273#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 274#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 275#define WEAPON_IMPROVER 124
268 276
269/* unused: 125 - 129 277/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER 278 * type 125 was MONEY_CHANGER
271 */ 279 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ 280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
273#define DEEP_SWAMP 138 281#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139 282#define IDENTIFY_ALTAR 139
283
275/*#define CANCELLATION 141*/ /* not used with new spell code */ 284 /*#define CANCELLATION 141*//* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
278/*#define SWARM_SPELL 153*/ 289/*#define SWARM_SPELL 153*/
279#define RUNE 154 290#define RUNE 154
280#define TRAP 155 291#define TRAP 155
281 292
282#define POWER_CRYSTAL 156 293#define POWER_CRYSTAL 156
283#define CORPSE 157 294#define CORPSE 157
284 295
285#define DISEASE 158 296#define DISEASE 158
286#define SYMPTOM 159 297#define SYMPTOM 159
287#define BUILDER 160 /* Generic item builder, see subtypes */ 298#define BUILDER 160 /* Generic item builder, see subtypes */
288#define MATERIAL 161 /* Material for building */ 299#define MATERIAL 161/* Material for building */
300
289/* #define GPS 162 Ground positionning system, moved to Python plugin */ 301/* #define GPS 162 Ground positionning system, moved to Python plugin */
290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
291#define QUEST 164 /* See below for subtypes */ 303#define QUEST 164/* See below for subtypes */
292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
293 potions, alchemy, or magic works here (elmex) */ 305 potions, alchemy, or magic works here (elmex) */
306
294/* END TYPE DEFINE */ 307/* END TYPE DEFINE */
295 308
296#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
297 310
298/* Subtypes for BUILDER */ 311/* Subtypes for BUILDER */
299#define ST_BD_BUILD 1 /* Builds an item */ 312#define ST_BD_BUILD 1 /* Builds an item */
300#define ST_BD_REMOVE 2 /* Removes an item */ 313#define ST_BD_REMOVE 2 /* Removes an item */
301 314
302/* Subtypes for MATERIAL */ 315/* Subtypes for MATERIAL */
303#define ST_MAT_FLOOR 1 /* Floor */ 316#define ST_MAT_FLOOR 1 /* Floor */
304#define ST_MAT_WALL 2 /* Wall */ 317#define ST_MAT_WALL 2 /* Wall */
305#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 318#define ST_MAT_ITEM 3 /* All other items, including doors & such */
306
307/* Subtypes for QUEST */
308#define QUEST_IN_PROGRESS 1
309#define QUEST_DONE_QUEST 2
310#define QUEST_DONE_TASK 3
311#define QUEST_START_QUEST 4
312#define QUEST_END_QUEST 5
313#define QUEST_START_TASK 6
314#define QUEST_END_TASK 7
315#define QUEST_OVERRIDE 8
316#define QUEST_ON_ACTIVATE 9
317 319
318/* definitions for weapontypes */ 320/* definitions for weapontypes */
319 321
320#define WEAP_HIT 0 /* the basic */ 322#define WEAP_HIT 0 /* the basic */
321#define WEAP_SLASH 1 /* slash */ 323#define WEAP_SLASH 1 /* slash */
322#define WEAP_PIERCE 2 /* arrows, stiletto */ 324#define WEAP_PIERCE 2 /* arrows, stiletto */
323#define WEAP_CLEAVE 3 /* axe */ 325#define WEAP_CLEAVE 3 /* axe */
324#define WEAP_SLICE 4 /* katana */ 326#define WEAP_SLICE 4 /* katana */
325#define WEAP_STAB 5 /* knife, dagger */ 327#define WEAP_STAB 5 /* knife, dagger */
326#define WEAP_WHIP 6 /* whips n chains */ 328#define WEAP_WHIP 6 /* whips n chains */
327#define WEAP_CRUSH 7 /* big hammers, flails */ 329#define WEAP_CRUSH 7 /* big hammers, flails */
328#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 330#define WEAP_BLUD 8 /* bludgeoning, club, stick */
329 331
330typedef struct typedata { 332typedef struct typedata
333{
331 int number; 334 int number;
332 const char *name; 335 const char *name;
333 const char *name_pl; 336 const char *name_pl;
334 int identifyskill; 337 int identifyskill;
335 int identifyskill2; 338 int identifyskill2;
336} typedata; 339} typedata;
337 340
338extern const int ItemTypesSize; 341extern const int ItemTypesSize;
339extern typedata ItemTypes[]; 342extern typedata ItemTypes[];
340 343
377#define PU_READABLES 0x00400000 380#define PU_READABLES 0x00400000
378#define PU_MAGIC_DEVICE 0x00800000 381#define PU_MAGIC_DEVICE 0x00800000
379 382
380#define PU_NOT_CURSED 0x01000000 383#define PU_NOT_CURSED 0x01000000
381#define PU_JEWELS 0x02000000 384#define PU_JEWELS 0x02000000
385#define PU_FLESH 0x04000000
382 386
383 387
384/* Instead of using arbitrary constants for indexing the 388/* Instead of using arbitrary constants for indexing the
385 * freearr, add these values. <= SIZEOFFREE1 will get you 389 * freearr, add these values. <= SIZEOFFREE1 will get you
386 * within 1 space. <= SIZEOFFREE2 wll get you withing 390 * within 1 space. <= SIZEOFFREE2 wll get you withing
389 */ 393 */
390#define SIZEOFFREE1 8 394#define SIZEOFFREE1 8
391#define SIZEOFFREE2 24 395#define SIZEOFFREE2 24
392#define SIZEOFFREE 49 396#define SIZEOFFREE 49
393 397
394#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
395 399
396/* Flag structure now changed. 400/* Flag structure now changed.
397 * Each flag is now a bit offset, starting at zero. The macros 401 * Each flag is now a bit offset, starting at zero. The macros
398 * will update/read the appropriate flag element in the object 402 * will update/read the appropriate flag element in the object
399 * structure. 403 * structure.
419 * flags[0] is 0 to 31 423 * flags[0] is 0 to 31
420 * flags[1] is 32 to 63 424 * flags[1] is 32 to 63
421 * flags[2] is 64 to 95 425 * flags[2] is 64 to 95
422 * flags[3] is 96 to 127 426 * flags[3] is 96 to 127
423 */ 427 */
428
424/* Basic routines to do above */ 429/* Basic routines to do above */
425#define SET_FLAG(xyz, p) \ 430#define SET_FLAG(xyz, p) \
426 ((xyz)->flags[p/32] |= (1U << (p % 32))) 431 ((xyz)->flags[p/32] |= (1U << (p % 32)))
427#define CLEAR_FLAG(xyz, p) \ 432#define CLEAR_FLAG(xyz, p) \
428 ((xyz)->flags[p/32] &= ~(1U << (p % 32))) 433 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
429#define QUERY_FLAG(xyz, p) \ 434#define QUERY_FLAG(xyz, p) \
430 ((xyz)->flags[p/32] & (1U << (p % 32))) 435 ((xyz)->flags[p/32] & (1U << (p % 32)))
431#define COMPARE_FLAGS(p,q) \ 436#define COMPARE_FLAGS(p,q) \
432 ( \ 437 ( \
433 ((p)->flags[0] == (q)->flags[0]) && \ 438 ((p)->flags[0] == (q)->flags[0]) && \
434 ((p)->flags[1] == (q)->flags[1]) && \ 439 ((p)->flags[1] == (q)->flags[1]) && \
435 ((p)->flags[2] == (q)->flags[2]) && \ 440 ((p)->flags[2] == (q)->flags[2]) && \
436 ((p)->flags[3] == (q)->flags[3]) \ 441 ((p)->flags[3] == (q)->flags[3]) \
437 ) 442 )
443
438/* convenience macros to determine what kind of things we are dealing with */ 444/* convenience macros to determine what kind of things we are dealing with */
439 445
440#define IS_WEAPON(op) \ 446#define IS_WEAPON(op) \
441 (op->type == ARROW || op->type == BOW || op->type == WEAPON) 447 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
442 448
443#define IS_ARMOR(op) \ 449#define IS_ARMOR(op) \
444 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ 450 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
445 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ 451 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
446 op->type == BRACERS || op->type == GIRDLE) 452 op->type == BRACERS || op->type == GIRDLE)
447 453
448#define IS_LIVE(op) \ 454#define IS_LIVE(op) \
449 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ 455 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
450 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ 456 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
451 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 457 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
452 458
453#define IS_ARROW(op) \ 459#define IS_ARROW(op) \
454 (op->type==ARROW || \ 460 (op->type==ARROW || \
455 (op->type==SPELL_EFFECT && \ 461 (op->type==SPELL_EFFECT && \
456 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) 462 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
457 463
458/* This return TRUE if object has still randomitems which 464/* This return TRUE if object has still randomitems which
459 * could be expanded. 465 * could be expanded.
460 */ 466 */
461#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) 467#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
462 468
463/* the flags */ 469/* the flags */
464 470
465#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 471#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
466#define FLAG_WIZ 1 /* Object has special privilegies */ 472#define FLAG_WIZ 1 /* Object has special privilegies */
467#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 473#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
468#define FLAG_FREED 3 /* Object is in the list of free objects */ 474#define FLAG_FREED 3 /* Object is in the list of free objects */
469#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 475#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
470#define FLAG_APPLIED 5 /* Object is ready for use by living */ 476#define FLAG_APPLIED 5 /* Object is ready for use by living */
471#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 477#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
472#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 478#define FLAG_USE_SHIELD 7
479 /* Can this creature use a shield? */
473 480
474#define FLAG_NO_PICK 8 /* Object can't be picked up */ 481#define FLAG_NO_PICK 8 /* Object can't be picked up */
482
475/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 483 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
484
476/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 485 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
477#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 486#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
487
478/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 488 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
489
479/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 490 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
480#define FLAG_MONSTER 14 /* Will attack players */ 491#define FLAG_MONSTER 14 /* Will attack players */
481#define FLAG_FRIENDLY 15 /* Will help players */ 492#define FLAG_FRIENDLY 15 /* Will help players */
482 493
483#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 494#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
484#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 495#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
485#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 496#define FLAG_AUTO_APPLY 18
497 /* Will be applied when created */
486#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 498#define FLAG_TREASURE 19 /* Will generate treasure when applied */
487#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 499#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
488#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 500#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
489#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 501#define FLAG_CAN_ROLL 22 /* Object can be rolled */
490#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 502#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
491#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 503#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
504
492/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 505 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */
506
493/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 507 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
494/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 509 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
495#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 510#define FLAG_IS_USED_UP 28
496#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 511 /* When (--food<0) the object will exit */
497#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 512#define FLAG_IDENTIFIED 29
513 /* Player knows full info about item */
514#define FLAG_REFLECTING 30
515 /* Object reflects from walls (lightning) */
498#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 516#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
499 517
500/* Start of values in flags[1] */ 518/* Start of values in flags[1] */
501#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 519#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
502#define FLAG_HITBACK 33 /* Object will hit back when hit */ 520#define FLAG_HITBACK 33 /* Object will hit back when hit */
503#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 521#define FLAG_STARTEQUIP 34
504#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 522 /* Object was given to player at start */
523#define FLAG_BLOCKSVIEW 35
524 /* Object blocks view */
505#define FLAG_UNDEAD 36 /* Monster is undead */ 525#define FLAG_UNDEAD 36 /* Monster is undead */
506#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 526#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
507#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 527#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
508#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 528#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
509 529
510#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 530#define FLAG_REFL_SPELL 40
531 /* Spells (some) will reflect from object */
511#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 532#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
512#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 533#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
513#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 534#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
514#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 535#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
515#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 536#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
516 but can still attack at a distance */ 537 but can still attack at a distance */
538
517/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 539 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
518 thru this object as if it wasn't there */ 540 thru this object as if it wasn't there */
519/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */
520 541
542 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
543
521#define FLAG_PICK_UP 48 /* Can pick up */ 544#define FLAG_PICK_UP 48 /* Can pick up */
522#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 545#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
523#define FLAG_NO_DROP 50 /* Object can't be dropped */ 546#define FLAG_NO_DROP 50 /* Object can't be dropped */
524#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 547#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
525#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 548#define FLAG_CAST_SPELL 52
526#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 549 /* (Monster) can learn and cast spells */
550#define FLAG_USE_SCROLL 53
551 /* (Monster) can read scroll */
527#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 552#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
528#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 553#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
529 554
530#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 555#define FLAG_USE_ARMOUR 56
531#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 556 /* (Monster) can wear armour/shield/helmet */
557#define FLAG_USE_WEAPON 57
558 /* (Monster) can wield weapons */
532#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 559#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
533#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 560#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
534#define FLAG_READY_BOW 60 /* not implemented yet */ 561#define FLAG_READY_BOW 60 /* not implemented yet */
535#define FLAG_XRAYS 61 /* X-ray vision */ 562#define FLAG_XRAYS 61 /* X-ray vision */
536#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 563#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
537#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 564#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
538 565
539/* Start of values in flags[2] */ 566/* Start of values in flags[2] */
540#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 567#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
541#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 568#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
542#define FLAG_SLEEP 66 /* NPC is sleeping */ 569#define FLAG_SLEEP 66 /* NPC is sleeping */
543#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 570#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
544#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 571#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
545#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 572#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
546#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 573#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
547#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 574#define FLAG_STEALTH 71 /* Will wake monsters with less range */
548 575
549#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 576#define FLAG_WIZPASS 72 /* The wizard can go through walls */
550#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 577#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
551#define FLAG_CURSED 74 /* The object is cursed */ 578#define FLAG_CURSED 74 /* The object is cursed */
552#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 579#define FLAG_DAMNED 75 /* The object is _very_ cursed */
553#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 580#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
554#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 581#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
555#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 582#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
556#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 583#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
557 584
558#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 585#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
559#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 586#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
560#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 587#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
588
561/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 589/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
562#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 590#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
563#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 591#define FLAG_MAKE_INVIS 85
564#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 592 /* (Item) gives invisibility when applied */
593#define FLAG_INV_LOCKED 86
594 /* Item will not be dropped from inventory */
565#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 595#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
566 596
567#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 597#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
568#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 598#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
569#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 599#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
570#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 600#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
571#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 601#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
572#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 602#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
573#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 603#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
604
574/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 605 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
575 606
576/* Start of values in flags[3] */ 607/* Start of values in flags[3] */
577#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 608#define FLAG_NO_STEAL 96 /* Item can't be stolen */
578#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 609#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
579 * away (replaces ghosthit) 610 * away (replaces ghosthit)
580 */ 611 */
581#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 612#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
582 * detect cases were the server is trying 613 * detect cases were the server is trying
583 * to send an upditem when we have not 614 * to send an upditem when we have not
584 * actually sent the item. 615 * actually sent the item.
585 */ 616 */
586 617
587#define FLAG_BERSERK 99 /* monster will attack closest living 618#define FLAG_BERSERK 99 /* monster will attack closest living
588 object */ 619 object */
589#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 620#define FLAG_NEUTRAL 100 /* monster is from type neutral */
590#define FLAG_NO_ATTACK 101 /* monster don't attack */ 621#define FLAG_NO_ATTACK 101 /* monster don't attack */
591#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 622#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
592#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 623#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
593 * load_original_map() */ 624 * load_original_map() */
594#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 625#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
595 * the overlay, and is not subject to 626 * the overlay, and is not subject to
596 * decay. */ 627 * decay. */
597#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 628#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
598#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 629#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
599#define FLAG_IS_WATER 107 630#define FLAG_IS_WATER 107
600#define FLAG_CONTENT_ON_GEN 108 631#define FLAG_CONTENT_ON_GEN 108
601#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 632#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
602#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 633#define FLAG_IS_BUILDABLE 110 /* Can build on item */
603#define FLAG_AFK 111 /* Player is AFK */ 634#define FLAG_AFK 111 /* Player is AFK */
604#define NUM_FLAGS 111 /* Should always be equal to the last 635#define NUM_FLAGS 111 /* Should always be equal to the last
605 * defined flag. If you change this, 636 * defined flag. If you change this,
606 * make sure you update the flag_links 637 * make sure you update the flag_links
607 * in common/loader.l 638 * in common/loader.l
608 */ 639 */
609 640
610/* Values can go up to 127 before the size of the flags array in the 641/* Values can go up to 127 before the size of the flags array in the
611 * object structure needs to be enlarged. 642 * object structure needs to be enlarged.
612 * So there are 18 available flags slots 643 * So there are 18 available flags slots
613 */ 644 */
614 645
615 646
616#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 647#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
617 648
618#if 0 649#if 0
650
619/* These should no longer be needed - access move_slow_penalty 651/* These should no longer be needed - access move_slow_penalty
620 * directly. 652 * directly.
621 */ 653 */
622#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 654# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
623#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 655# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
624#endif 656#endif
625 657
626/* If you add new movement types, you may need to update 658/* If you add new movement types, you may need to update
627 * describe_item() so properly describe those types. 659 * describe_item() so properly describe those types.
628 * change_abil() probably should be updated also. 660 * change_abil() probably should be updated also.
629 */ 661 */
630#define MOVE_WALK 0x1 /* Object walks */ 662#define MOVE_WALK 0x1 /* Object walks */
631#define MOVE_FLY_LOW 0x2 /* Low flying object */ 663#define MOVE_FLY_LOW 0x2 /* Low flying object */
632#define MOVE_FLY_HIGH 0x4 /* High flying object */ 664#define MOVE_FLY_HIGH 0x4 /* High flying object */
633#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 665#define MOVE_FLYING 0x6
666 /* Combo of fly_low and fly_high */
634#define MOVE_SWIM 0x8 /* Swimming object */ 667#define MOVE_SWIM 0x8 /* Swimming object */
635#define MOVE_BOAT 0x10 /* Boats/sailing */ 668#define MOVE_BOAT 0x10 /* Boats/sailing */
636#define MOVE_ALL 0x1f /* Mask of all movement types */ 669#define MOVE_ALL 0x1f /* Mask of all movement types */
637 670
638/* the normal assumption is that objects are walking/flying. 671/* the normal assumption is that objects are walking/flying.
639 * So often we don't want to block movement, but still don't want 672 * So often we don't want to block movement, but still don't want
640 * to allow all types (swimming is rather specialized) - I also 673 * to allow all types (swimming is rather specialized) - I also
641 * expect as more movement types show up, this is likely to get 674 * expect as more movement types show up, this is likely to get
648/* typdef here to define type large enough to hold bitmask of 681/* typdef here to define type large enough to hold bitmask of
649 * all movement types. Make one declaration so easy to update. 682 * all movement types. Make one declaration so easy to update.
650 * uint8 is defined yet, so just use what that would define it 683 * uint8 is defined yet, so just use what that would define it
651 * at anyways. 684 * at anyways.
652 */ 685 */
653typedef unsigned char MoveType; 686typedef unsigned char MoveType;
654 687
655/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 688/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
656 * Basically, ob2 has to block all of ob1 movement types. 689 * Basically, ob2 has to block all of ob1 movement types.
657 */ 690 */
658#define OB_MOVE_BLOCK(ob1, ob2) \ 691#define OB_MOVE_BLOCK(ob1, ob2) \
668 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 701 ( (type != 0) && (ob1->move_type & type) == ob1->move_type)
669 702
670 703
671#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 704#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
672#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 705#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
673#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 706#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
674 707
675/* Note: These values are only a default value, resizing can change them */ 708/* Note: These values are only a default value, resizing can change them */
676#define INV_SIZE 12 /* How many items can be viewed in inventory */ 709#define INV_SIZE 12 /* How many items can be viewed in inventory */
677#define LOOK_SIZE 6 /* ditto, but for the look-window */ 710#define LOOK_SIZE 6 /* ditto, but for the look-window */
678#define MAX_INV_SIZE 40 /* For initializing arrays */ 711#define MAX_INV_SIZE 40 /* For initializing arrays */
679#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ 712#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
680 713
681#define EDITABLE(xyz) ((xyz)->arch->editable) 714#define EDITABLE(xyz) ((xyz)->arch->editable)
682 715
683#define E_MONSTER 0x00000001 716#define E_MONSTER 0x00000001
684#define E_EXIT 0x00000002 717#define E_EXIT 0x00000002
700#define EXIT_Y(xyz) (xyz)->stats.sp 733#define EXIT_Y(xyz) (xyz)->stats.sp
701#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 734#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
702#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 735#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
703 736
704/* for use by the lighting code */ 737/* for use by the lighting code */
705#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 738#define MAX_LIGHT_RADII 4
706 * large values allow objects that can 739 /* max radii for 'light' object, really
707 * slow down the game */ 740 * large values allow objects that can
741 * slow down the game */
708#define MAX_DARKNESS 5 /* maximum map darkness, there is no 742#define MAX_DARKNESS 5 /* maximum map darkness, there is no
709 * practical reason to exceed this */ 743 * practical reason to exceed this */
710#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 744#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
711 MAX_LIGHT_RADII:(xyz)->glow_radius; 745 MAX_LIGHT_RADII:(xyz)->glow_radius;
712 746
713#define F_BUY 0 747#define F_BUY 0
714#define F_SELL 1 748#define F_SELL 1
715#define F_TRUE 2 /* True value of item, unadjusted */ 749#define F_TRUE 2 /* True value of item, unadjusted */
716#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 750#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
717#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 751#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
718#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 752#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
719#define F_APPROX 32 /* flag to give a guess of item value */ 753#define F_APPROX 32 /* flag to give a guess of item value */
720#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 754#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
721 755
722#define DIRX(xyz) freearr_x[(xyz)->direction] 756#define DIRX(xyz) freearr_x[(xyz)->direction]
723#define DIRY(xyz) freearr_y[(xyz)->direction] 757#define DIRY(xyz) freearr_y[(xyz)->direction]
724 758
725#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; 759#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
736#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 770#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
737#define FIRE_DIRECTIONAL 0 771#define FIRE_DIRECTIONAL 0
738#define FIRE_POSITIONAL 1 772#define FIRE_POSITIONAL 1
739 773
740/******************************************************************************/ 774/******************************************************************************/
775
741/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 776/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
777
742/******************************************************************************/ 778/******************************************************************************/
779
743/* if your monsters start acting wierd, mail me */ 780/* if your monsters start acting wierd, mail me */
781
744/******************************************************************************/ 782/******************************************************************************/
783
745/* the following definitions are for the attack_movement variable in monsters */ 784/* the following definitions are for the attack_movement variable in monsters */
785
746/* if the attack_variable movement is left out of the monster archetype, or is*/ 786/* if the attack_variable movement is left out of the monster archetype, or is*/
787
747/* set to zero */ 788/* set to zero */
789
748/* the standard mode of movement from previous versions of crossfire will be */ 790/* the standard mode of movement from previous versions of crossfire will be */
791
749/* used. the upper four bits of movement data are not in effect when the monst*/ 792/* used. the upper four bits of movement data are not in effect when the monst*/
793
750/* er has an enemy. these should only be used for non agressive monsters. */ 794/* er has an enemy. these should only be used for non agressive monsters. */
795
751/* to program a monsters movement add the attack movement numbers to the movem*/ 796/* to program a monsters movement add the attack movement numbers to the movem*/
797
752/* ment numbers example a monster that moves in a circle until attacked and */ 798/* ment numbers example a monster that moves in a circle until attacked and */
799
753/* then attacks from a distance: */ 800/* then attacks from a distance: */
801
754/* CIRCLE1 = 32 */ 802/* CIRCLE1 = 32 */
803
755/* + DISTATT = 1 */ 804/* + DISTATT = 1 */
805
756/* ------------------- */ 806/* ------------------- */
807
757/* attack_movement = 33 */ 808/* attack_movement = 33 */
809
758/******************************************************************************/ 810/******************************************************************************/
759#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 811#define DISTATT 1 /* move toward a player if far, but mantain some space, */
760 /* attack from a distance - good for missile users only */ 812 /* attack from a distance - good for missile users only */
761#define RUNATT 2 /* run but attack if player catches up to object */ 813#define RUNATT 2 /* run but attack if player catches up to object */
762#define HITRUN 3 /* run to then hit player then run away cyclicly */ 814#define HITRUN 3 /* run to then hit player then run away cyclicly */
763#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 815#define WAITATT 4 /* wait for player to approach then hit, move if hit */
764#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 816#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
765#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 817#define ALLRUN 6 /* always run never attack good for sim. of weak player */
766#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 818#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
767#define WAIT2 8 /* monster does not try to move towards player if far */ 819#define WAIT2 8 /* monster does not try to move towards player if far */
768 /* maintains comfortable distance */ 820 /* maintains comfortable distance */
769#define PETMOVE 16 /* if the upper four bits of attack_movement */ 821#define PETMOVE 16 /* if the upper four bits of attack_movement */
770 /* are set to this number, the monster follows a player */ 822 /* are set to this number, the monster follows a player */
771 /* until the owner calls it back or off */ 823 /* until the owner calls it back or off */
772 /* player followed denoted by 0b->owner */ 824 /* player followed denoted by 0b->owner */
773 /* the monster will try to attack whatever the player is */ 825 /* the monster will try to attack whatever the player is */
774 /* attacking, and will continue to do so until the owner */ 826 /* attacking, and will continue to do so until the owner */
775 /* calls off the monster - a key command will be */ 827 /* calls off the monster - a key command will be */
776 /* inserted to do so */ 828 /* inserted to do so */
777#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 829#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
778 /* are set to this number, the monster will move in a */ 830 /* are set to this number, the monster will move in a */
779 /* circle until it is attacked, or the enemy field is */ 831 /* circle until it is attacked, or the enemy field is */
780 /* set, this is good for non-aggressive monsters and NPC */ 832 /* set, this is good for non-aggressive monsters and NPC */
781#define CIRCLE2 48 /* same as above but a larger circle is used */ 833#define CIRCLE2 48 /* same as above but a larger circle is used */
782#define PACEH 64 /* The Monster will pace back and forth until attacked */ 834#define PACEH 64 /* The Monster will pace back and forth until attacked */
783 /* this is HORIZONTAL movement */ 835 /* this is HORIZONTAL movement */
784#define PACEH2 80 /* the monster will pace as above but the length of the */ 836#define PACEH2 80 /* the monster will pace as above but the length of the */
785 /* pace area is longer and the monster stops before */ 837 /* pace area is longer and the monster stops before */
786 /* changing directions */ 838 /* changing directions */
787 /* this is HORIZONTAL movement */ 839 /* this is HORIZONTAL movement */
788#define RANDO 96 /* the monster will go in a random direction until */ 840#define RANDO 96 /* the monster will go in a random direction until */
789 /* it is stopped by an obstacle, then it chooses another */ 841 /* it is stopped by an obstacle, then it chooses another */
790 /* direction. */ 842 /* direction. */
791#define RANDO2 112 /* constantly move in a different random direction */ 843#define RANDO2 112 /* constantly move in a different random direction */
792#define PACEV 128 /* The Monster will pace back and forth until attacked */ 844#define PACEV 128 /* The Monster will pace back and forth until attacked */
793 /* this is VERTICAL movement */ 845 /* this is VERTICAL movement */
794#define PACEV2 144 /* the monster will pace as above but the length of the */ 846#define PACEV2 144 /* the monster will pace as above but the length of the */
795 /* pace area is longer and the monster stops before */ 847 /* pace area is longer and the monster stops before */
796 /* changing directions */ 848 /* changing directions */
797 /* this is VERTICAL movement */ 849 /* this is VERTICAL movement */
798#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 850#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
799#define HI4 240 851#define HI4 240
800 852
801/* 853/*
802 * Use of the state-variable in player objects: 854 * Use of the state-variable in player objects:
803 */ 855 */
828#define PREFER_LOW 0 880#define PREFER_LOW 0
829 881
830/* Simple function we use below to keep adding to the same string 882/* Simple function we use below to keep adding to the same string
831 * but also make sure we don't overwrite that string. 883 * but also make sure we don't overwrite that string.
832 */ 884 */
885static inline void
833static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) 886safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
834{ 887{
835 if (*curlen == (maxlen-1)) return; 888 if (*curlen == (maxlen - 1))
889 return;
890
836 strncpy(dest+*curlen, orig, maxlen-*curlen-1); 891 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
837 dest[maxlen-1]=0; 892 dest[maxlen - 1] = 0;
838 *curlen += strlen(orig); 893 *curlen += strlen (orig);
839 if (*curlen>(maxlen-1)) *curlen=maxlen-1; 894
895 if (*curlen > (maxlen - 1))
896 *curlen = maxlen - 1;
840} 897}
841 898
842 899
843/* The SAFE versions of these call the safe_strcat function above. 900/* The SAFE versions of these call the safe_strcat function above.
844 * Ideally, all functions should use the SAFE functions, but they 901 * Ideally, all functions should use the SAFE functions, but they
857 j = 1; \ 914 j = 1; \
858 safe_strcat(retbuf, attacks[i], len, maxlen); \ 915 safe_strcat(retbuf, attacks[i], len, maxlen); \
859 } \ 916 } \
860 safe_strcat(retbuf,")",len,maxlen); \ 917 safe_strcat(retbuf,")",len,maxlen); \
861 } 918 }
862 919
863 920
864/* separated this from the common/item.c file. b.t. Dec 1995 */ 921/* separated this from the common/item.c file. b.t. Dec 1995 */
865 922
866#define DESCRIBE_ABILITY(retbuf, variable, name) \ 923#define DESCRIBE_ABILITY(retbuf, variable, name) \
867 if(variable) { \ 924 if(variable) { \
875 j = 1; \ 932 j = 1; \
876 strcat(retbuf, attacks[i]); \ 933 strcat(retbuf, attacks[i]); \
877 } \ 934 } \
878 strcat(retbuf,")"); \ 935 strcat(retbuf,")"); \
879 } 936 }
880 937
881 938
882#define DESCRIBE_PATH(retbuf, variable, name) \ 939#define DESCRIBE_PATH(retbuf, variable, name) \
883 if(variable) { \ 940 if(variable) { \
884 int i,j=0; \ 941 int i,j=0; \
885 strcat(retbuf,"(" name ": "); \ 942 strcat(retbuf,"(" name ": "); \
886 for(i=0; i<NRSPELLPATHS; i++) \ 943 for(i=0; i<NRSPELLPATHS; i++) \
909 } \ 966 } \
910 safe_strcat(retbuf,")", len, maxlen); \ 967 safe_strcat(retbuf,")", len, maxlen); \
911 } 968 }
912 969
913/* Flags for apply_special() */ 970/* Flags for apply_special() */
914enum apply_flag { 971enum apply_flag
972{
915 /* Basic flags, always use one of these */ 973 /* Basic flags, always use one of these */
916 AP_NULL = 0, 974 AP_NULL = 0,
917 AP_APPLY = 1, 975 AP_APPLY = 1,
918 AP_UNAPPLY = 2, 976 AP_UNAPPLY = 2,
919 977
920 AP_BASIC_FLAGS = 15, 978 AP_BASIC_FLAGS = 15,
921 979
922 /* Optional flags, for bitwise or with a basic flag */ 980 /* Optional flags, for bitwise or with a basic flag */
923 AP_NO_MERGE = 16, 981 AP_NO_MERGE = 16,
924 AP_IGNORE_CURSE = 32, 982 AP_IGNORE_CURSE = 32,
925 AP_PRINT = 64 /* Print what to do, don't actually do it */ 983 AP_PRINT = 64 /* Print what to do, don't actually do it */
926 /* Note this is supported in all the functions */ 984 /* Note this is supported in all the functions */
927
928}; 985};
929 986
930/* Bitmask values for 'can_apply_object()' return values. 987/* Bitmask values for 'can_apply_object()' return values.
931 * the CAN_APPLY_ prefix is to just note what function the 988 * the CAN_APPLY_ prefix is to just note what function the
932 * are returned from. 989 * are returned from.
974 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 1031 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
975 * here. 1032 * here.
976 */ 1033 */
977 1034
978#ifdef HAVE_SRANDOM 1035#ifdef HAVE_SRANDOM
979#define RANDOM() random() 1036# define RANDOM() random()
980#define SRANDOM(xyz) srandom(xyz) 1037# define SRANDOM(xyz) srandom(xyz)
981#else 1038#else
982# ifdef HAVE_SRAND48 1039# ifdef HAVE_SRAND48
983# define RANDOM() lrand48() 1040# define RANDOM() lrand48()
984# define SRANDOM(xyz) srand48(xyz) 1041# define SRANDOM(xyz) srand48(xyz)
1042# else
1043# ifdef HAVE_SRAND
1044# define RANDOM() rand()
1045# define SRANDOM(xyz) srand(xyz)
985# else 1046# else
986# ifdef HAVE_SRAND
987# define RANDOM() rand()
988# define SRANDOM(xyz) srand(xyz)
989# else
990# error "Could not find a usable random routine" 1047# error "Could not find a usable random routine"
991# endif
992# endif 1048# endif
1049# endif
993#endif 1050#endif
994 1051
995/* Returns the weight of the given object. Note: it does not take the number of 1052/* Returns the weight of the given object. Note: it does not take the number of
996 * items (nrof) into account. 1053 * items (nrof) into account.
997 */ 1054 */
1007 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, 1064 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1008 * keep in mind FAST_STRNCAT is faster since length of second argument is 1065 * keep in mind FAST_STRNCAT is faster since length of second argument is
1009 * kown in advance. 1066 * kown in advance.
1010 */ 1067 */
1011 1068
1012 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 1069#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1013 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 1070#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1014 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 1071#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1015 #define FINISH_FASTCAT(buf__) buf__[0]='\0'; 1072#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1016 1073
1017 /* You may uncomment following define to check sanity of code. 1074 /* You may uncomment following define to check sanity of code.
1018 * But use as debug only (loses all speed gained by those macros) 1075 * But use as debug only (loses all speed gained by those macros)
1019 */ 1076 */
1077
1020/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ 1078/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1021 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ 1079 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1022 1080
1023 1081
1024 1082
1025 1083
1026 1084
1027 1085
1028 1086
1029/* 1087/*
1030 * Warning! 1088 * Warning!
1031 * If you add message types here, don't forget 1089 * If you add message types here, don't forget
1032 * to keep the client up to date too! 1090 * to keep the client up to date too!
1033 */ 1091 */
1034 1092
1035 1093
1036/* message types */ 1094/* message types */
1037#define MSG_TYPE_BOOK 1 1095#define MSG_TYPE_BOOK 1
1038#define MSG_TYPE_CARD 2 1096#define MSG_TYPE_CARD 2
1039#define MSG_TYPE_PAPER 3 1097#define MSG_TYPE_PAPER 3
1040#define MSG_TYPE_SIGN 4 1098#define MSG_TYPE_SIGN 4
1110#define MSG_TYPE_MONUMENT_WALL_3 12 1168#define MSG_TYPE_MONUMENT_WALL_3 12
1111 1169
1112/*some readable flags*/ 1170/*some readable flags*/
1113 1171
1114/* dialog messsage */ 1172/* dialog messsage */
1115#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 1173#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1116#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 1174#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1117#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 1175#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1118 1176
1119/* admin messages */ 1177/* admin messages */
1120#define MSG_TYPE_ADMIN_RULES 1 1178#define MSG_TYPE_ADMIN_RULES 1
1121#define MSG_TYPE_ADMIN_NEWS 2 1179#define MSG_TYPE_ADMIN_NEWS 2
1122 1180
1123#endif /* DEFINE_H */ 1181#endif /* DEFINE_H */
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