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Comparing deliantra/server/include/define.h (file contents):
Revision 1.67 by root, Wed Aug 1 01:53:13 2007 UTC vs.
Revision 1.140 by root, Tue Jan 3 11:25:31 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
36#include <autoconf.h> 37#include <autoconf.h>
37 38
38#define FONTDIR "" 39#define FONTDIR ""
39#define FONTNAME "" 40#define FONTNAME ""
40 41
41/* Decstations have trouble with fabs()... */
42#define FABS(x) fabs (x)
43
44#ifdef __NetBSD__ 42#ifdef __NetBSD__
45# include <sys/param.h> 43# include <sys/param.h>
46#endif 44#endif
47#ifndef MIN 45
48# define MIN(x,y) min (x, y) 46#define MAXNUMLEVELS 256 // maximum number of levels possible
49#endif 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
50#ifndef MAX
51# define MAX(x,y) max (x, y)
52#endif
53 48
54// maximum length of an object name in the protocol 49// maximum length of an object name in the protocol
55#define NAME_LEN 127 50#define NAME_LEN 127
56 51
57/* MAX3 is basically like MAX, but instead does 3 values. */
58#ifndef MAX3
59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
60#endif
61
62/* MIN3 is basically like MIN, but instead does 3 values. */
63#ifndef MIN3
64# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
65#endif
66
67#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
68#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
69 56
70//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120 58#define MIN_WC -120
72#define MAX_WC 120 59#define MAX_WC 120
73#define MIN_AC -120 60#define MIN_AC -120
75#define MIN_DAM 0 62#define MIN_DAM 0
76#define MAX_DAM 200 63#define MAX_DAM 200
77#define MIN_DIGESTION -35 64#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70 65#define MAX_DIGESTION 70
79 66
80#define MAX_BUF 1024 67#define MAX_BUF 1024 /* Used for all kinds of things */
81 /* Used for all kinds of things */
82#define VERY_BIG_BUF 2048
83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
85
86#define FONTSIZE 3000 /* Max chars in font */
87
88#define MAX_ANIMATIONS 256
89 68
90#define MAX_NAME 48 69#define MAX_NAME 48
91#define MAX_EXT_TITLE 98
92 70
93/* Fatal variables: */ 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
94//TODO: remove all calls to fatal and replace them by cleanup
95#define OUT_OF_MEMORY 0
96#define MAP_ERROR 1
97#define ARCHTABLE_TOO_SMALL 2 // unused
98#define TOO_MANY_ERRORS 3
99 72
100/* TYPE DEFINES */ 73/* TYPE DEFINES */
101 74
102/* 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,
103 * 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
122#define POTION 5 95#define POTION 5
123#define FOOD 6 96#define FOOD 6
124#define POISON 7 97#define POISON 7
125#define BOOK 8 98#define BOOK 8
126#define CLOCK 9 99#define CLOCK 9
127 100#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. */
128#define ARROW 13 103#define ARROW 13
129#define BOW 14 104#define BOW 14
130#define WEAPON 15 105#define WEAPON 15
131#define ARMOUR 16 106#define ARMOUR 16
132#define PEDESTAL 17 107#define PEDESTAL 17
133#define ALTAR 18 108#define ALTAR 18
134 109#define T_MATCH 19
135#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
136#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
137#define MAP 22 112#define MAP 22
138#define DOOR 23 113#define DOOR 23
139#define KEY 24 114#define KEY 24
140 115#define PHYSICS 25 // deliantra: "things that move"
141#define TIMED_GATE 26 116#define TIMED_GATE 26
142#define TRIGGER 27 117#define TRIGGER 27
143#define GRIMREAPER 28 118#define GRIMREAPER 28
144#define MAGIC_EAR 29 119#define MAGIC_EAR 29
145#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
154#define AMULET 39 129#define AMULET 39
155#define PLAYERMOVER 40 130#define PLAYERMOVER 40
156#define TELEPORTER 41 131#define TELEPORTER 41
157#define CREATOR 42 132#define CREATOR 42
158#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
159 134#define IDENTIFY_ALTAR 44
160#define EARTHWALL 45 135#define EARTHWALL 45
161#define GOLEM 46 136#define GOLEM 46
162 137#define DEEP_SWAMP 47
163#define THROWN_OBJ 48 138#define THROWN_OBJ 48
164#define BLINDNESS 49 139#define BLINDNESS 49
165#define GOD 50 140#define GOD 50
166#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
167 * which notices the presense of 142 * which notices the presense of
182 157
183#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
184 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
185 */ 160 */
186#define GEM 60 161#define GEM 60
187 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
188#define FIREWALL 62 163#define FIREWALL 62
189#define ANVIL 63 164#define ANVIL 63
190#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 */
191#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
192 * values of last_sp set how to change: 167 * values of last_sp set how to change:
193 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
194 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
195 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
196 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
197 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
198#define EXIT 66 176#define EXIT 66
199#define ENCOUNTER 67 177#define ENCOUNTER 67
200#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
201#define SHOP_MAT 69 179#define SHOP_MAT 69
202#define RING 70 180#define RING 70
203#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
204#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
205#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
206#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
207#define LIGHTER 75 185#define LIGHTER 75
208 186//76
209#define BUILDABLE_WALL 77 /* this is a buildable wall */ 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
210 188//78
211
212#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
213 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
214 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
215 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
216 chairs from here. */ 193 chairs from here. */
217 194//80
195#define TORCH 81 /* a torch */
218#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
219#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
220 198//84
221#define SPELLBOOK 85 199#define SPELLBOOK 85
222 200//86
223#define CLOAK 87 201#define CLOAK 87
224 202#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) */
225#define SPINNER 90 205#define SPINNER 90
226#define GATE 91 206#define GATE 91
227#define BUTTON 92 207#define BUTTON 92
228#define CF_HANDLE 93 208#define T_HANDLE 93
229#define HOLE 94 209#define HOLE 94
230#define TRAPDOOR 95 210#define TRAPDOOR 95
231 211#define RUNE 96
212#define TRAP 97
232#define SIGN 98 213#define SIGN 98
233#define BOOTS 99 214#define BOOTS 99
234#define GLOVES 100 215#define GLOVES 100
235#define SPELL 101 216#define SPELL 101
236#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
237#define CONVERTER 103 218#define CONVERTER 103
238#define BRACERS 104 219#define BRACERS 104
239#define POISONING 105 220#define POISONING 105
240#define SAVEBED 106 221#define SAVEBED 106
241 222#define DISEASE 107
223#define SYMPTOM 108
242#define WAND 109 224#define WAND 109
243 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
244#define SCROLL 111 226#define SCROLL 111
245#define DIRECTOR 112 227#define DIRECTOR 112
246#define GIRDLE 113 228#define GIRDLE 113
247#define FORCE 114 229#define FORCE 114
248#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 */
249#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 */
250 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
251#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. */
252#define CONTAINER 122 237#define CONTAINER 122
253#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
254#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
255
256#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
257#define DEEP_SWAMP 138
258#define IDENTIFY_ALTAR 139
259
260#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
261
262#define RUNE 154
263#define TRAP 155
264
265#define POWER_CRYSTAL 156
266#define CORPSE 157
267
268#define DISEASE 158
269#define SYMPTOM 159
270#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
271#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
272 242
273#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
274
275#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
276 potions, alchemy, or magic works here (elmex) */
277
278#define NUM_TYPES 166 // must be max(type) + 1 243#define NUM_TYPES 127 // must be max(type) + 1
279
280/* DEAD TYPES: */
281//#define FBULLET 10
282//#define FBALL 11
283//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
284//#define CONFUSION 19
285//#define MMISSILE 25
286/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
287 * experience for broad skill categories. This value
288 * is now automatically converteed at load time.
289 */
290//#define BOMB 47
291//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
292
293/* random crossfire developer: The trap_part, wall, light_source,
294 * misc_object, monster, and spawn_generator
295 * types are not used in any archetypes,
296 * and should perhaps be removed.
297 *
298 * Wed Dec 20 13:35:24 CET 2006:
299 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
300 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
301 * renamed WALL to BUILDABLE_WALL.
302 */
303
304//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
305//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
306//#define MONSTER 80 /* yes, thats a real, living creature */
307//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
308//#define TOOL 84 /* a tool for building objects */
309//#define BUILDFAC 86 /* facilities for building objects */
310//#define CONE 88
311//#define AURA 89 /* aura spell object */
312//#define WORD_OF_RECALL 96
313//#define PARAIMAGE 97
314//#define POISONCLOUD 107
315//#define FIREHOLES 108
316//#define ABILITY 110
317/* unused: 125 - 129
318 * type 125 was MONEY_CHANGER
319 */
320//#define CANCELLATION 141 /* not used with new spell code */
321//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
322//#define SWARM_SPELL 153
323//#define GPS 162 /* Ground positionning system, moved to Python plugin */
324//#define QUEST 164 /* See below for subtypes */
325 244
326/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
327 246
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
328#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
329 279
330/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
331#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
332#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
333 283
334/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
335#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
336#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
337#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 287#define ST_MAT_ITEM 3 /* All other items, including doors & such */
288#define ST_MAT_QUAD 4 /* Quad build material */
338 289
339/* definitions for weapontypes */ 290/* definitions for weapontypes */
340 291
341#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
342#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
368#define PU_NOTHING 0x00000000 319#define PU_NOTHING 0x00000000
369 320
370#define PU_DEBUG 0x10000000 321#define PU_DEBUG 0x10000000
371#define PU_INHIBIT 0x20000000 322#define PU_INHIBIT 0x20000000
372#define PU_STOP 0x40000000 323#define PU_STOP 0x40000000
373#define PU_NEWMODE 0x80000000 324#define PU_ENABLE 0x80000000 // used to distinguish value density
374 325
375#define PU_RATIO 0x0000000F 326#define PU_RATIO 0x0000000F
376 327
377#define PU_FOOD 0x00000010 328#define PU_FOOD 0x00000010
378#define PU_DRINK 0x00000020 329#define PU_DRINK 0x00000020
408 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
409 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
410 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
411 * three spaces 362 * three spaces
412 */ 363 */
364#define SIZEOFFREE0 0
413#define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
414#define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
367#define SIZEOFFREE3 48
415#define SIZEOFFREE 49 368#define SIZEOFFREE 49
416 369
417#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
418 371
419/* 372/*
420 * If any FLAG's are added or changed, make sure the flag_names structure in 373 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 374 * common/loader.C is updated.
422 */ 375 */
423
424/* Basic routines to do above */
425#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
426#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
427#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
428 376
429/* the flags */ 377/* the flags */
430 378
431#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
432#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
433#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 381#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
434#define FLAG_FREED 3 /* Object is in the list of free objects */ 382#define FLAG_FREED 3 /* Object is in the list of free objects */
435//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
436#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
437#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
438#define FLAG_USE_SHIELD 7 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
439 /* Can this creature use a shield? */
440
441#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
442 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
443/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
444/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
445
446#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
447
448/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 391/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
449/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 392/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
450 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
451#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
452#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
453
454#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
455#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
456#define FLAG_AUTO_APPLY 18 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
457 /* Will be applied when created */
458#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 399#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
459#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 400#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
460#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
461#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
462#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
463#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
464
465/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
466/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 406/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
467/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
468 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
469#define FLAG_IS_USED_UP 28 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
470 /* When (--food<0) the object will exit */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
471#define FLAG_IDENTIFIED 29 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
472 /* Player knows full info about item */
473#define FLAG_REFLECTING 30
474 /* Object reflects from walls (lightning) */
475#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
476
477#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
478#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
479#define FLAG_STARTEQUIP 34 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
480 /* Object was given to player at start */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
481#define FLAG_BLOCKSVIEW 35
482 /* Object blocks view */
483#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
484#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
485#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
486#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
487 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
488#define FLAG_REFL_SPELL 40
489 /* Spells (some) will reflect from object */
490#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 421#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
491#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 422//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
492#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
493#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 424#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
494#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
495 but can still attack at a distance */ 426 but can still attack at a distance */
496
497/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 427/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
498 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
499/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
500
501#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
502#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
503#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
504#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 433#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
505#define FLAG_CAST_SPELL 52 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
506 /* (Monster) can learn and cast spells */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
507#define FLAG_USE_SCROLL 53
508 /* (Monster) can read scroll */
509#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 436#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
510#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
511 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
512#define FLAG_USE_ARMOUR 56 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
513 /* (Monster) can wear armour/shield/helmet */
514#define FLAG_USE_WEAPON 57
515 /* (Monster) can wield weapons */
516#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 440#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
517#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 441#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
518#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
519#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
520#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 444#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
521#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 445#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
522
523#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
524#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 447#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
525#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
526#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
527#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
528#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 451#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
529#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
530#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
531
532#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
533#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 455#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
534#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
535#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
536#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 458#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
537#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 459#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
538#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 460#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
539#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
540
541#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
542#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 463#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
543#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
544
545#define FLAG_PRECIOUS 83 // object is precious (pets) 465#define FLAG_PRECIOUS 83 // object is precious (pets)
546#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
547#define FLAG_MAKE_INVIS 85 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
548 /* (Item) gives invisibility when applied */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
549#define FLAG_INV_LOCKED 86
550 /* Item will not be dropped from inventory */
551#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
552
553#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
554#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 471#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
555#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 472#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
556#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 473#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
557#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
558#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 475#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
559#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
560
561/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
562
563#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
564#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 479#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
565 * away (replaces ghosthit) 480 * away (replaces ghosthit)
566 */ 481 */
567#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 482#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
568 * detect cases were the server is trying
569 * to send an upditem when we have not
570 * actually sent the item.
571 */ 483
572
573#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
574 object */ 485 object */
575#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
576#define FLAG_NO_ATTACK 101 /* monster don't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
577#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
578#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 489#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
579 * load_original_map() */ 490 * load_original_map() */
580#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 491#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
581 * the overlay, and is not subject to
582 * decay. */
583#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 492#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
584#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 493#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
585#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
586#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
587#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 496#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
588#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
589#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 498#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
590#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map 499#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
500#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
501 * (for the quads world for instance)
502 */
591 503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
592#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
593 * defined flag + 1. If you change this, 508 * defined flag + 1.
594 * make sure you update the flag_links
595 * in common/loader.l
596 */ 509 */
597
598/* Values can go up to 127 before the size of the flags array in the
599 * object structure needs to be enlarged.
600 * So there are 18 available flags slots
601 */
602
603#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
604 510
605/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
606 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
607 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
608 */ 514 */
609#define MOVE_WALK 0x01 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
610#define MOVE_FLY_LOW 0x02 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
611#define MOVE_FLY_HIGH 0x04 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
612#define MOVE_FLYING 0x06
613 /* Combo of fly_low and fly_high */
614#define MOVE_SWIM 0x08 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
615#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
616#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
617 521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
618#define MOVE_ALL 0x3f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
619 524
620/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
621 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
622 * uint8 is defined yet, so just use what that would define it
623 * at anyways.
624 */ 527 */
625typedef unsigned char MoveType; 528typedef unsigned char MoveType;
626 529
627/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 530/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
628 * Basically, ob2 has to block all of ob1 movement types. 531 * Basically, ob2 has to block all of ob1 movement types.
637 * 540 *
638 */ 541 */
639#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
640 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
641 544
642
643#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
644#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
645#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
646
647/* Note: These values are only a default value, resizing can change them */
648#define INV_SIZE 12 /* How many items can be viewed in inventory */
649#define LOOK_SIZE 6 /* ditto, but for the look-window */
650#define MAX_INV_SIZE 40 /* For initializing arrays */
651#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
652
653#define EDITABLE(xyz) ((xyz)->arch->editable)
654
655#define E_MONSTER 0x00000001
656#define E_EXIT 0x00000002
657#define E_TREASURE 0x00000004
658#define E_BACKGROUND 0x00000008
659#define E_DOOR 0x00000010
660#define E_SPECIAL 0x00000020
661#define E_SHOP 0x00000040
662#define E_NORMAL 0x00000080
663#define E_FALSE_WALL 0x00000100
664#define E_WALL 0x00000200
665#define E_EQUIPMENT 0x00000400
666#define E_OTHER 0x00000800
667#define E_ARTIFACT 0x00001000
668 546
669#define EXIT_PATH(xyz) (xyz)->slaying 547#define EXIT_PATH(xyz) (xyz)->slaying
670#define EXIT_LEVEL(xyz) (xyz)->stats.food 548#define EXIT_LEVEL(xyz) (xyz)->stats.food
671#define EXIT_X(xyz) (xyz)->stats.hp 549#define EXIT_X(xyz) (xyz)->stats.hp
672#define EXIT_Y(xyz) (xyz)->stats.sp 550#define EXIT_Y(xyz) (xyz)->stats.sp
673#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 551#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
674#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 552#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
675 553
676/* for use by the lighting code */ 554/* for use by the lighting code */
677#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 555#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
678 * large values allow objects that can 556 * large values allow objects that can
679 * slow down the game */ 557 * slow down the game */
680#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
681 * practical reason to exceed this */ 559 * practical reason to exceed this */
560#define LOS_MAX 4 /* max. los value for non-blocked spaces */
561#define LOS_BLOCKED 100 /* fully blocked spaces */
682#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
683 MAX_LIGHT_RADII:(xyz)->glow_radius; 563 MAX_LIGHT_RADII : (xyz)->glow_radius;
564// player position in blocked_los code
565#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
566#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
567
684 568
685#define F_BUY 0 569#define F_BUY 0
686#define F_SELL 1 570#define F_SELL 1
687#define F_TRUE 2 /* True value of item, unadjusted */ 571#define F_TRUE 2 /* True value of item, unadjusted */
688#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 572#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
692#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 576#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
693 577
694#define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)->direction]
695#define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)->direction]
696 580
697#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
698#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
699
700#define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
701#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
702#define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
703 584
704/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 585/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
705 each of them signed char, concatenated in a int16 */ 586 each of them signed char, concatenated in a int16 */
706#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 587#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
707#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 588#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
708#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 589#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
590
709#define FIRE_DIRECTIONAL 0 591#define FIRE_DIRECTIONAL 0
710#define FIRE_POSITIONAL 1 592#define FIRE_POSITIONAL 1
711 593
712/******************************************************************************/ 594/******************************************************************************/
713/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 595/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
726/* CIRCLE1 = 32 */ 608/* CIRCLE1 = 32 */
727/* + DISTATT = 1 */ 609/* + DISTATT = 1 */
728/* ------------------- */ 610/* ------------------- */
729/* attack_movement = 33 */ 611/* attack_movement = 33 */
730/******************************************************************************/ 612/******************************************************************************/
731#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 613#define DISTATT 1 /* move toward a player if far, but mantain some space, */
732 /* attack from a distance - good for missile users only */ 614 /* attack from a distance - good for missile users only */
733#define RUNATT 2 /* run but attack if player catches up to object */ 615#define RUNATT 2 /* run but attack if player catches up to object */
734#define HITRUN 3 /* run to then hit player then run away cyclicly */ 616#define HITRUN 3 /* run to then hit player then run away cyclicly */
735#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 617#define WAITATT 4 /* wait for player to approach then hit, move if hit */
736#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 618#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
737#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 619#define ALLRUN 6 /* always run never attack good for sim. of weak player */
738#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 620#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
739#define WAIT2 8 /* monster does not try to move towards player if far */ 621#define WAIT2 8 /* monster does not try to move towards player if far */
740 /* maintains comfortable distance */ 622 /* maintains comfortable distance */
623
741#define PETMOVE 16 /* if the upper four bits of attack_movement */ 624#define PETMOVE 16 /* if the upper four bits of attack_movement */
742 /* are set to this number, the monster follows a player */ 625 /* are set to this number, the monster follows a player */
743 /* until the owner calls it back or off */ 626 /* until the owner calls it back or off */
744 /* player followed denoted by 0b->owner */ 627 /* player followed denoted by 0b->owner */
745 /* the monster will try to attack whatever the player is */ 628 /* the monster will try to attack whatever the player is */
746 /* attacking, and will continue to do so until the owner */ 629 /* attacking, and will continue to do so until the owner */
747 /* calls off the monster - a key command will be */ 630 /* calls off the monster - a key command will be */
748 /* inserted to do so */ 631 /* inserted to do so */
749#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 632#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
750 /* are set to this number, the monster will move in a */ 633 /* are set to this number, the monster will move in a */
751 /* circle until it is attacked, or the enemy field is */ 634 /* circle until it is attacked, or the enemy field is */
752 /* set, this is good for non-aggressive monsters and NPC */ 635 /* set, this is good for non-aggressive monsters and NPC */
753#define CIRCLE2 48 /* same as above but a larger circle is used */ 636#define CIRCLE2 48 /* same as above but a larger circle is used */
754#define PACEH 64 /* The Monster will pace back and forth until attacked */ 637#define PACEH 64 /* The Monster will pace back and forth until attacked */
755 /* this is HORIZONTAL movement */ 638 /* this is HORIZONTAL movement */
756#define PACEH2 80 /* the monster will pace as above but the length of the */ 639#define PACEH2 80 /* the monster will pace as above but the length of the */
757 /* pace area is longer and the monster stops before */ 640 /* pace area is longer and the monster stops before */
758 /* changing directions */ 641 /* changing directions */
759 /* this is HORIZONTAL movement */ 642 /* this is HORIZONTAL movement */
760#define RANDO 96 /* the monster will go in a random direction until */ 643#define RANDO 96 /* the monster will go in a random direction until */
761 /* it is stopped by an obstacle, then it chooses another */ 644 /* it is stopped by an obstacle, then it chooses another */
762 /* direction. */ 645 /* direction. */
763#define RANDO2 112 /* constantly move in a different random direction */ 646#define RANDO2 112 /* constantly move in a different random direction */
764#define PACEV 128 /* The Monster will pace back and forth until attacked */ 647#define PACEV 128 /* The Monster will pace back and forth until attacked */
765 /* this is VERTICAL movement */ 648 /* this is VERTICAL movement */
766#define PACEV2 144 /* the monster will pace as above but the length of the */ 649#define PACEV2 144 /* the monster will pace as above but the length of the */
767 /* pace area is longer and the monster stops before */ 650 /* pace area is longer and the monster stops before */
768 /* changing directions */ 651 /* changing directions */
769 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
770#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 653#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
771#define HI4 240 654#define HI4 240
772 655
773#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
774#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
775 659
776/* 660/*
777 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
778 */ 662 */
779 663
782 666
783/* Flags for apply_special() */ 667/* Flags for apply_special() */
784enum apply_flag 668enum apply_flag
785{ 669{
786 /* Basic flags/mode, always use one of these */ 670 /* Basic flags/mode, always use one of these */
787 AP_TOGGLE = 0, 671 AP_TOGGLE = 0,
788 AP_APPLY = 1, 672 AP_APPLY = 0x01,
789 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
790 674 AP_MODE = 0x03,
791 AP_BASIC_FLAGS = 0x0f,
792 675
793 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
794 AP_NO_MERGE = 0x10, 677 AP_NO_MERGE = 0x10,
795 AP_IGNORE_CURSE = 0x20, 678 AP_IGNORE_CURSE = 0x20,
796 AP_PRINT = 0x40, /* Print what to do, don't actually do it */ 679 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
797 AP_NO_READY = 0x80, // do not ready skill associated with skilltool. 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
798}; 681};
799 682
800/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
801 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
802 * are returned from. 685 * are returned from.
821 * this one can be applied. Think of rings - human is wearing two 704 * this one can be applied. Think of rings - human is wearing two
822 * rings and tries to apply one - there are two possible rings he 705 * rings and tries to apply one - there are two possible rings he
823 * could remove. 706 * could remove.
824 * 707 *
825 */ 708 */
826#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
827#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
828#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
829#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
830#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
831#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
832 716
833// Cut off point of when an object is put on the active list or not 717// Cut off point of when an object is put on the active list or not
834// we use 2**-n because that can be represented exactly 718// we use 2**-n because that can be represented exactly
835// also make sure that this is a float, not double, constant 719// also make sure that this is a float, not double, constant.
720// some areas in the server divide by this value, so
721// to avoid integer overflows it should not be much lower.
836#define MIN_ACTIVE_SPEED (1.f / 65536.f) 722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
837 723
838#define RANDOM() (rndm.next () & 0xffffffU) 724/* have mercy on players and guarantee a somewhat higher speed */
839#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 725#define MIN_PLAYER_SPEED 0.04f
840
841/* Returns the weight of the given object. Note: it does not take the number of
842 * items (nrof) into account.
843 */
844#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
845
846
847/* Code fastening defines
848 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
849 * buf__ and increment buf__ position so it will point to the end of buf__.
850 * the '\0' caracter will not be put at end of buf__.
851 * use preparefastcat and finishfastcat on buf__ to prepare
852 * and clean up the string. (Lots faster than doing each time...)
853 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
854 * keep in mind FAST_STRNCAT is faster since length of second argument is
855 * kown in advance.
856 */
857
858#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
859#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
860#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
861#define FINISH_FASTCAT(buf__) buf__[0]='\0';
862 726
863/* 727/*
864 * Warning! 728 * Warning!
865 * If you add message types here, don't forget 729 * If you add message types here, don't forget
866 * to keep the client up to date too! 730 * to keep the client up to date too!
953#define MSG_TYPE_ADMIN_RULES 1 817#define MSG_TYPE_ADMIN_RULES 1
954#define MSG_TYPE_ADMIN_NEWS 2 818#define MSG_TYPE_ADMIN_NEWS 2
955 819
956/** 820/**
957 * Maximum distance a player may hear a sound from. 821 * Maximum distance a player may hear a sound from.
958 * This is only used for new client/server sound. If the sound source 822 * This is only used for client/server sound and say. If the sound source
959 * on the map is farther away than this, we don't sent it to the client. 823 * on the map is farther away than this, we don't sent it to the client.
960 */ 824 */
961#define MAX_SOUND_DISTANCE 16 825#define MAX_SOUND_DISTANCE 16
962 826
827#define LOG_CHANNEL "log" // the plain and ugly standard server log
828#define INFO_CHANNEL "info" // lower_left box
829#define SAY_CHANNEL "say"
830#define CHAT_CHANNEL "chat"
831#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
832
833/* The following are the color flags passed to new_draw_info.
834 *
835 * We also set up some control flags
836 *
837 * NDI = New Draw Info
838 */
839
840/* Color specifications - note these match the order in xutil.c */
841/* Note 2: Black, the default color, is 0. Thus, it does not need to
842 * be implicitly specified.
843 */
844#define NDI_BLACK 0
845#define NDI_WHITE 1
846#define NDI_NAVY 2
847#define NDI_RED 3
848#define NDI_ORANGE 4
849#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
850#define NDI_DK_ORANGE 6 /* DarkOrange2 */
851#define NDI_GREEN 7 /* SeaGreen */
852#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
853 /* Than seagreen - also background color */
854#define NDI_GREY 9
855#define NDI_BROWN 10 /* Sienna */
856#define NDI_GOLD 11
857#define NDI_TAN 12 /* Khaki */
858
859#define NDI_MAX_COLOR 12 /* Last value in */
860#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
861 /* using an int anyways, so we have the space */
862 /* to still do all the flags */
863
864#define NDI_REPLY 0x20 // is a direct reply to a user command
865#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
866#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
867#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
868
869#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
870#define NDI_ALL 0x2000 /* Inform all players of this message */
871#define NDI_DEF 0x4000 // ignore colour for channel protocol
872#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
873
963#endif /* DEFINE_H */ 874#endif /* DEFINE_H */
964 875

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