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Comparing deliantra/server/include/define.h (file contents):
Revision 1.53 by root, Thu May 3 09:26:45 2007 UTC vs.
Revision 1.142 by root, Wed Nov 16 23:42:00 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
26 26
27/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
37#include <autoconf.h> 37#include <autoconf.h>
38 38
39#define FONTDIR "" 39#define FONTDIR ""
40#define FONTNAME "" 40#define FONTNAME ""
41 41
42/* Decstations have trouble with fabs()... */
43#define FABS(x) fabs (x)
44
45#ifdef __NetBSD__ 42#ifdef __NetBSD__
46# include <sys/param.h> 43# include <sys/param.h>
47#endif 44#endif
48#ifndef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX
52# define MAX(x,y) max (x, y)
53#endif
54 45
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXNUMLEVELS 256 // maximum number of levels possible
56#ifndef NAME_MAX 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
57# define NAME_MAX 255
58#endif
59 48
60/* MAX3 is basically like MAX, but instead does 3 values. */ 49// maximum length of an object name in the protocol
61#ifndef MAX3 50#define NAME_LEN 127
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 51
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
72 54
55#define MAX_FOOD 999
56
57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120
59#define MAX_WC 120
60#define MIN_AC -120
73#define MAX_BUF 1024 61#define MAX_AC 120
74 /* Used for all kinds of things */ 62#define MIN_DAM 0
75#define VERY_BIG_BUF 2048 63#define MAX_DAM 200
76#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 64#define MIN_DIGESTION -35
77#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 65#define MAX_DIGESTION 70
78 66
79#define FONTSIZE 3000 /* Max chars in font */ 67#define MAX_BUF 1024 /* Used for all kinds of things */
80
81#define MAX_ANIMATIONS 256
82 68
83#define MAX_NAME 48 69#define MAX_NAME 48
84#define MAX_EXT_TITLE 98
85 70
86/* Fatal variables: */ 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
87//TODO: remove all calls to fatal and replace them by cleanup
88#define OUT_OF_MEMORY 0
89#define MAP_ERROR 1
90#define ARCHTABLE_TOO_SMALL 2 // unused
91#define TOO_MANY_ERRORS 3
92 72
93/* TYPE DEFINES */ 73/* TYPE DEFINES */
94 74
95/* 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,
96 * 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
115#define POTION 5 95#define POTION 5
116#define FOOD 6 96#define FOOD 6
117#define POISON 7 97#define POISON 7
118#define BOOK 8 98#define BOOK 8
119#define CLOCK 9 99#define CLOCK 9
120 100#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. */
121#define ARROW 13 103#define ARROW 13
122#define BOW 14 104#define BOW 14
123#define WEAPON 15 105#define WEAPON 15
124#define ARMOUR 16 106#define ARMOUR 16
125#define PEDESTAL 17 107#define PEDESTAL 17
126#define ALTAR 18 108#define ALTAR 18
127 109#define T_MATCH 19
128#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
129#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
130#define MAP 22 112#define MAP 22
131#define DOOR 23 113#define DOOR 23
132#define KEY 24 114#define KEY 24
133 115#define PHYSICS 25 // deliantra: "things that move"
134#define TIMED_GATE 26 116#define TIMED_GATE 26
135#define TRIGGER 27 117#define TRIGGER 27
136#define GRIMREAPER 28 118#define GRIMREAPER 28
137#define MAGIC_EAR 29 119#define MAGIC_EAR 29
138#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
147#define AMULET 39 129#define AMULET 39
148#define PLAYERMOVER 40 130#define PLAYERMOVER 40
149#define TELEPORTER 41 131#define TELEPORTER 41
150#define CREATOR 42 132#define CREATOR 42
151#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
152 134#define IDENTIFY_ALTAR 44
153#define EARTHWALL 45 135#define EARTHWALL 45
154#define GOLEM 46 136#define GOLEM 46
155 137#define DEEP_SWAMP 47
156#define THROWN_OBJ 48 138#define THROWN_OBJ 48
157#define BLINDNESS 49 139#define BLINDNESS 49
158#define GOD 50 140#define GOD 50
159#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
160 * which notices the presense of 142 * which notices the presense of
175 157
176#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
177 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
178 */ 160 */
179#define GEM 60 161#define GEM 60
180 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
181#define FIREWALL 62 163#define FIREWALL 62
182#define ANVIL 63 164#define ANVIL 63
183#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 */
184#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
185 * values of last_sp set how to change: 167 * values of last_sp set how to change:
186 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
187 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
188 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
189 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
190 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
191#define EXIT 66 176#define EXIT 66
192#define ENCOUNTER 67 177#define ENCOUNTER 67
193#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
194#define SHOP_MAT 69 179#define SHOP_MAT 69
195#define RING 70 180#define RING 70
196#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
197#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
198#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
199#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
200#define LIGHTER 75 185#define LIGHTER 75
201 186//76
202#define BUILDABLE_WALL 77 /* this is a buildable wall */ 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
203 188//78
204
205#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
206 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
207 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
208 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
209 chairs from here. */ 193 chairs from here. */
210 194//80
195#define TORCH 81 /* a torch */
211#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
212#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
213 198//84
214#define SPELLBOOK 85 199#define SPELLBOOK 85
215 200//86
216#define CLOAK 87 201#define CLOAK 87
217 202#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) */
218#define SPINNER 90 205#define SPINNER 90
219#define GATE 91 206#define GATE 91
220#define BUTTON 92 207#define BUTTON 92
221#define CF_HANDLE 93 208#define T_HANDLE 93
222#define HOLE 94 209#define HOLE 94
223#define TRAPDOOR 95 210#define TRAPDOOR 95
224 211#define RUNE 96
212#define TRAP 97
225#define SIGN 98 213#define SIGN 98
226#define BOOTS 99 214#define BOOTS 99
227#define GLOVES 100 215#define GLOVES 100
228#define SPELL 101 216#define SPELL 101
229#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
230#define CONVERTER 103 218#define CONVERTER 103
231#define BRACERS 104 219#define BRACERS 104
232#define POISONING 105 220#define POISONING 105
233#define SAVEBED 106 221#define SAVEBED 106
234 222#define DISEASE 107
223#define SYMPTOM 108
235#define WAND 109 224#define WAND 109
236 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
237#define SCROLL 111 226#define SCROLL 111
238#define DIRECTOR 112 227#define DIRECTOR 112
239#define GIRDLE 113 228#define GIRDLE 113
240#define FORCE 114 229#define FORCE 114
241#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 */
242#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 */
243 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
244#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. */
245#define CONTAINER 122 237#define CONTAINER 122
246#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
247#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
248
249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250#define DEEP_SWAMP 138
251#define IDENTIFY_ALTAR 139
252
253#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
254
255#define RUNE 154
256#define TRAP 155
257
258#define POWER_CRYSTAL 156
259#define CORPSE 157
260
261#define DISEASE 158
262#define SYMPTOM 159
263#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
264#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
265 242
266#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 243#define NUM_TYPES 127 // must be max(type) + 1
267
268#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
269 potions, alchemy, or magic works here (elmex) */
270
271/* DEAD TYPES: */
272//#define FBULLET 10
273//#define FBALL 11
274//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
275//#define CONFUSION 19
276//#define MMISSILE 25
277/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
278 * experience for broad skill categories. This value
279 * is now automatically converteed at load time.
280 */
281//#define BOMB 47
282//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
283
284/* random crossfire developer: The trap_part, wall, light_source,
285 * misc_object, monster, and spawn_generator
286 * types are not used in any archetypes,
287 * and should perhaps be removed.
288 *
289 * Wed Dec 20 13:35:24 CET 2006:
290 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
291 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
292 * renamed WALL to BUILDABLE_WALL.
293 */
294
295//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
296//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
297//#define MONSTER 80 /* yes, thats a real, living creature */
298//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
299//#define TOOL 84 /* a tool for building objects */
300//#define BUILDFAC 86 /* facilities for building objects */
301//#define CONE 88
302//#define AURA 89 /* aura spell object */
303//#define WORD_OF_RECALL 96
304//#define PARAIMAGE 97
305//#define POISONCLOUD 107
306//#define FIREHOLES 108
307//#define ABILITY 110
308/* unused: 125 - 129
309 * type 125 was MONEY_CHANGER
310 */
311//#define CANCELLATION 141 /* not used with new spell code */
312//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
313//#define SWARM_SPELL 153
314//#define GPS 162 /* Ground positionning system, moved to Python plugin */
315//#define QUEST 164 /* See below for subtypes */
316 244
317/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
318 246
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
319#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
320 279
321/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
324 283
325/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
328#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 */
329 289
330/* definitions for weapontypes */ 290/* definitions for weapontypes */
331 291
332#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
333#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
359#define PU_NOTHING 0x00000000 319#define PU_NOTHING 0x00000000
360 320
361#define PU_DEBUG 0x10000000 321#define PU_DEBUG 0x10000000
362#define PU_INHIBIT 0x20000000 322#define PU_INHIBIT 0x20000000
363#define PU_STOP 0x40000000 323#define PU_STOP 0x40000000
364#define PU_NEWMODE 0x80000000 324#define PU_ENABLE 0x80000000 // used to distinguish value density
365 325
366#define PU_RATIO 0x0000000F 326#define PU_RATIO 0x0000000F
367 327
368#define PU_FOOD 0x00000010 328#define PU_FOOD 0x00000010
369#define PU_DRINK 0x00000020 329#define PU_DRINK 0x00000020
399 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
400 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
401 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
402 * three spaces 362 * three spaces
403 */ 363 */
364#define SIZEOFFREE0 0
404#define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
405#define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
367#define SIZEOFFREE3 48
406#define SIZEOFFREE 49 368#define SIZEOFFREE 49
407 369
408#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
409 371
410/* 372/*
411 * 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
412 * common/loader.l is updated. 374 * common/loader.C is updated.
413 */ 375 */
414
415/* Basic routines to do above */
416#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
417#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
419 376
420/* the flags */ 377/* the flags */
421 378
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
424#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 */
425#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 */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */
431
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
434/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
436
437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438
439/*#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 */
440/*#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) */
441 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
442#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */
449#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
450#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. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455
456/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457/*#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 */
458/*#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 */
459 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
460#define FLAG_IS_USED_UP 28 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
461 /* When (--food<0) the object will exit */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
462#define FLAG_IDENTIFIED 29 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
463 /* Player knows full info about item */
464#define FLAG_REFLECTING 30
465 /* Object reflects from walls (lightning) */
466#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
467
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
478 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481#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 */
482#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 */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#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 */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
486 but can still attack at a distance */ 426 but can still attack at a distance */
487
488/*#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 \
489 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
490/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
491
492#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
493#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
494#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
495#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 */
496#define FLAG_CAST_SPELL 52 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
497 /* (Monster) can learn and cast spells */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
498#define FLAG_USE_SCROLL 53
499 /* (Monster) can read scroll */
500#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 */
501#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
502 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
503#define FLAG_USE_ARMOUR 56 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
504 /* (Monster) can wear armour/shield/helmet */
505#define FLAG_USE_WEAPON 57
506 /* (Monster) can wield weapons */
507#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 */
508#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) */
509#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
510#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
511#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 */
512#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 */
513
514#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
515#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 */
516#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
517#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
518#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
519#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 */
520#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
521#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
522
523#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
524#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 */
525#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
526#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
527#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 */
528#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 */
529#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 */
530#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
531
532#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
533#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 */
534#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
535
536#define FLAG_PRECIOUS 83 // object is precious (pets) 465#define FLAG_PRECIOUS 83 // object is precious (pets)
537#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
538#define FLAG_MAKE_INVIS 85 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
539 /* (Item) gives invisibility when applied */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
540#define FLAG_INV_LOCKED 86
541 /* Item will not be dropped from inventory */
542#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
543
544#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
545#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 */
546#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 */
547#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 */
548#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
549#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 */
550#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
551
552/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
553
554#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
555#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
556 * away (replaces ghosthit) 480 * away (replaces ghosthit)
557 */ 481 */
558#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
559 * detect cases were the server is trying
560 * to send an upditem when we have not
561 * actually sent the item.
562 */ 483
563
564#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
565 object */ 485 object */
566#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
567#define FLAG_NO_ATTACK 101 /* monster don't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
568#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
569#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
570 * load_original_map() */ 490 * load_original_map() */
571#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 */
572 * the overlay, and is not subject to
573 * decay. */
574#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' */
575#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' */
576#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
577#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
578#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 */
579#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
580#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 */
581#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 */
582 503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
583#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
584 * defined flag + 1. If you change this, 508 * defined flag + 1.
585 * make sure you update the flag_links
586 * in common/loader.l
587 */ 509 */
588
589/* Values can go up to 127 before the size of the flags array in the
590 * object structure needs to be enlarged.
591 * So there are 18 available flags slots
592 */
593
594#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
595 510
596/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
597 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
598 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
599 */ 514 */
600#define MOVE_WALK 0x01 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
601#define MOVE_FLY_LOW 0x02 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
602#define MOVE_FLY_HIGH 0x04 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
603#define MOVE_FLYING 0x06
604 /* Combo of fly_low and fly_high */
605#define MOVE_SWIM 0x08 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
606#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
607#define MOVE_SHIP 0x20 /* boats suitable fro oceans */ 520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
608 521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
609#define MOVE_ALL 0x3f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
610 524
611/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
612 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
613 * uint8 is defined yet, so just use what that would define it
614 * at anyways.
615 */ 527 */
616typedef unsigned char MoveType; 528typedef unsigned char MoveType;
617 529
618/* 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.
619 * Basically, ob2 has to block all of ob1 movement types. 531 * Basically, ob2 has to block all of ob1 movement types.
623 535
624/* Basic macro to see if if ob1 can not move onto a space based 536/* Basic macro to see if if ob1 can not move onto a space based
625 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
626 * Add check - if type is 0, don't stop anything from moving 538 * Add check - if type is 0, don't stop anything from moving
627 * onto it. 539 * onto it.
628 * 540 *
629 */ 541 */
630#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
631 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
632 544
633
634#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
635#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
636#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
637
638/* Note: These values are only a default value, resizing can change them */
639#define INV_SIZE 12 /* How many items can be viewed in inventory */
640#define LOOK_SIZE 6 /* ditto, but for the look-window */
641#define MAX_INV_SIZE 40 /* For initializing arrays */
642#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
643
644#define EDITABLE(xyz) ((xyz)->arch->editable)
645
646#define E_MONSTER 0x00000001
647#define E_EXIT 0x00000002
648#define E_TREASURE 0x00000004
649#define E_BACKGROUND 0x00000008
650#define E_DOOR 0x00000010
651#define E_SPECIAL 0x00000020
652#define E_SHOP 0x00000040
653#define E_NORMAL 0x00000080
654#define E_FALSE_WALL 0x00000100
655#define E_WALL 0x00000200
656#define E_EQUIPMENT 0x00000400
657#define E_OTHER 0x00000800
658#define E_ARTIFACT 0x00001000
659 546
660#define EXIT_PATH(xyz) (xyz)->slaying 547#define EXIT_PATH(xyz) (xyz)->slaying
661#define EXIT_LEVEL(xyz) (xyz)->stats.food 548#define EXIT_LEVEL(xyz) (xyz)->stats.food
662#define EXIT_X(xyz) (xyz)->stats.hp 549#define EXIT_X(xyz) (xyz)->stats.hp
663#define EXIT_Y(xyz) (xyz)->stats.sp 550#define EXIT_Y(xyz) (xyz)->stats.sp
664#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 551#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
665#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 552#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
666 553
667/* for use by the lighting code */ 554/* for use by the lighting code */
668#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 555#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
669 * large values allow objects that can 556 * large values allow objects that can
670 * slow down the game */ 557 * slow down the game */
671#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
672 * 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 */
673#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
674 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
675 568
676#define F_BUY 0 569#define F_BUY 0
677#define F_SELL 1 570#define F_SELL 1
678#define F_TRUE 2 /* True value of item, unadjusted */ 571#define F_TRUE 2 /* True value of item, unadjusted */
679#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 */
683#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 */
684 577
685#define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)->direction]
686#define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)->direction]
687 580
688#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
689#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
690
691#define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
692#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
693#define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
694 584
695/* 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
696 each of them signed char, concatenated in a int16 */ 586 each of them signed char, concatenated in a int16 */
697#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 587#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
698#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 588#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
699#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
700#define FIRE_DIRECTIONAL 0 591#define FIRE_DIRECTIONAL 0
701#define FIRE_POSITIONAL 1 592#define FIRE_POSITIONAL 1
702 593
703/******************************************************************************/ 594/******************************************************************************/
704/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 595/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
717/* CIRCLE1 = 32 */ 608/* CIRCLE1 = 32 */
718/* + DISTATT = 1 */ 609/* + DISTATT = 1 */
719/* ------------------- */ 610/* ------------------- */
720/* attack_movement = 33 */ 611/* attack_movement = 33 */
721/******************************************************************************/ 612/******************************************************************************/
722#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, */
723 /* attack from a distance - good for missile users only */ 614 /* attack from a distance - good for missile users only */
724#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 */
725#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 */
726#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 */
727#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 618#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
728#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 */
729#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 */
730#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 */
731 /* maintains comfortable distance */ 622 /* maintains comfortable distance */
623
732#define PETMOVE 16 /* if the upper four bits of attack_movement */ 624#define PETMOVE 16 /* if the upper four bits of attack_movement */
733 /* are set to this number, the monster follows a player */ 625 /* are set to this number, the monster follows a player */
734 /* until the owner calls it back or off */ 626 /* until the owner calls it back or off */
735 /* player followed denoted by 0b->owner */ 627 /* player followed denoted by 0b->owner */
736 /* the monster will try to attack whatever the player is */ 628 /* the monster will try to attack whatever the player is */
737 /* attacking, and will continue to do so until the owner */ 629 /* attacking, and will continue to do so until the owner */
738 /* calls off the monster - a key command will be */ 630 /* calls off the monster - a key command will be */
739 /* inserted to do so */ 631 /* inserted to do so */
740#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 */
741 /* are set to this number, the monster will move in a */ 633 /* are set to this number, the monster will move in a */
742 /* circle until it is attacked, or the enemy field is */ 634 /* circle until it is attacked, or the enemy field is */
743 /* set, this is good for non-aggressive monsters and NPC */ 635 /* set, this is good for non-aggressive monsters and NPC */
744#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 */
745#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 */
746 /* this is HORIZONTAL movement */ 638 /* this is HORIZONTAL movement */
747#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 */
748 /* pace area is longer and the monster stops before */ 640 /* pace area is longer and the monster stops before */
749 /* changing directions */ 641 /* changing directions */
750 /* this is HORIZONTAL movement */ 642 /* this is HORIZONTAL movement */
751#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 */
752 /* it is stopped by an obstacle, then it chooses another */ 644 /* it is stopped by an obstacle, then it chooses another */
753 /* direction. */ 645 /* direction. */
754#define RANDO2 112 /* constantly move in a different random direction */ 646#define RANDO2 112 /* constantly move in a different random direction */
755#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 */
756 /* this is VERTICAL movement */ 648 /* this is VERTICAL movement */
757#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 */
758 /* pace area is longer and the monster stops before */ 650 /* pace area is longer and the monster stops before */
759 /* changing directions */ 651 /* changing directions */
760 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
761#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 */
762#define HI4 240 654#define HI4 240
763 655
764#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
765#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
766 659
767/* 660/*
768 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
769 */ 662 */
770 663
771#define PREFER_HIGH 1 664#define PREFER_HIGH 1
772#define PREFER_LOW 0 665#define PREFER_LOW 0
773
774/* Simple function we use below to keep adding to the same string
775 * but also make sure we don't overwrite that string.
776 */
777static inline void
778safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
779{
780 if (*curlen == (maxlen - 1))
781 return;
782
783 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
784 dest[maxlen - 1] = 0;
785 *curlen += strlen (orig);
786
787 if (*curlen > (maxlen - 1))
788 *curlen = maxlen - 1;
789}
790
791
792/* The SAFE versions of these call the safe_strcat function above.
793 * Ideally, all functions should use the SAFE functions, but they
794 * require some extra support in the calling function to remain as
795 * efficient.
796 */
797#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
798 if(variable) { \
799 int i,j=0; \
800 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
801 for(i=0; i<NROFATTACKS; i++) \
802 if(variable & (1<<i)) { \
803 if (j) \
804 safe_strcat(retbuf,", ", len, maxlen); \
805 else \
806 j = 1; \
807 safe_strcat(retbuf, attacks[i], len, maxlen); \
808 } \
809 safe_strcat(retbuf,")",len,maxlen); \
810 }
811
812
813/* separated this from the common/item.c file. b.t. Dec 1995 */
814
815#define DESCRIBE_ABILITY(retbuf, variable, name) \
816 if(variable) { \
817 int i,j=0; \
818 strcat(retbuf,"(" name ": "); \
819 for(i=0; i<NROFATTACKS; i++) \
820 if(variable & (1<<i)) { \
821 if (j) \
822 strcat(retbuf,", "); \
823 else \
824 j = 1; \
825 strcat(retbuf, attacks[i]); \
826 } \
827 strcat(retbuf,")"); \
828 }
829
830
831#define DESCRIBE_PATH(retbuf, variable, name) \
832 if(variable) { \
833 int i,j=0; \
834 strcat(retbuf,"(" name ": "); \
835 for(i=0; i<NRSPELLPATHS; i++) \
836 if(variable & (1<<i)) { \
837 if (j) \
838 strcat(retbuf,", "); \
839 else \
840 j = 1; \
841 strcat(retbuf, spellpathnames[i]); \
842 } \
843 strcat(retbuf,")"); \
844 }
845
846
847#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
848 if(variable) { \
849 int i,j=0; \
850 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
851 for(i=0; i<NRSPELLPATHS; i++) \
852 if(variable & (1<<i)) { \
853 if (j) \
854 safe_strcat(retbuf,", ", len, maxlen); \
855 else \
856 j = 1; \
857 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
858 } \
859 safe_strcat(retbuf,")", len, maxlen); \
860 }
861 666
862/* Flags for apply_special() */ 667/* Flags for apply_special() */
863enum apply_flag 668enum apply_flag
864{ 669{
865 /* Basic flags, always use one of these */ 670 /* Basic flags/mode, always use one of these */
866 AP_NULL = 0, 671 AP_TOGGLE = 0,
867 AP_APPLY = 1, 672 AP_APPLY = 0x01,
868 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
869 674 AP_MODE = 0x03,
870 AP_BASIC_FLAGS = 15,
871 675
872 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
873 AP_NO_MERGE = 16, 677 AP_NO_MERGE = 0x10,
874 AP_IGNORE_CURSE = 32, 678 AP_IGNORE_CURSE = 0x20,
875 AP_PRINT = 64 /* Print what to do, don't actually do it */ 679 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
876 /* Note this is supported in all the functions */ 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
877}; 681};
878 682
879/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
880 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
881 * are returned from. 685 * are returned from.
900 * 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
901 * 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
902 * could remove. 706 * could remove.
903 * 707 *
904 */ 708 */
905#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
906#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
907#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
908#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
909#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
910#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
911 716
912/* 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
718// we use 2**-n because that can be represented exactly
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.
913#define MIN_ACTIVE_SPEED 1e-5 722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
914 723
915#define RANDOM() (rndm.next () & 0xffffffU) 724/* have mercy on players and guarantee a somewhat higher speed */
916#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 725#define MIN_PLAYER_SPEED 0.04f
917
918/* Returns the weight of the given object. Note: it does not take the number of
919 * items (nrof) into account.
920 */
921#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
922
923
924/* Code fastening defines
925 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
926 * buf__ and increment buf__ position so it will point to the end of buf__.
927 * the '\0' caracter will not be put at end of buf__.
928 * use preparefastcat and finishfastcat on buf__ to prepare
929 * and clean up the string. (Lots faster than doing each time...)
930 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
931 * keep in mind FAST_STRNCAT is faster since length of second argument is
932 * kown in advance.
933 */
934
935#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
936#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
937#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
938#define FINISH_FASTCAT(buf__) buf__[0]='\0';
939 726
940/* 727/*
941 * Warning! 728 * Warning!
942 * If you add message types here, don't forget 729 * If you add message types here, don't forget
943 * to keep the client up to date too! 730 * to keep the client up to date too!
1028 815
1029/* admin messages */ 816/* admin messages */
1030#define MSG_TYPE_ADMIN_RULES 1 817#define MSG_TYPE_ADMIN_RULES 1
1031#define MSG_TYPE_ADMIN_NEWS 2 818#define MSG_TYPE_ADMIN_NEWS 2
1032 819
820/**
821 * Maximum distance a player may hear a sound from.
822 * This is only used for client/server sound and say. If the sound source
823 * on the map is farther away than this, we don't sent it to the client.
824 */
825#define MAX_SOUND_DISTANCE 16
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
1033#endif /* DEFINE_H */ 874#endif /* DEFINE_H */
1034 875

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