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Comparing deliantra/server/include/define.h (file contents):
Revision 1.45 by root, Sat Jan 27 02:19:37 2007 UTC vs.
Revision 1.143 by root, Sun Jan 29 02:47:04 2017 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#define OUT_OF_MEMORY 0
88#define MAP_ERROR 1
89#define ARCHTABLE_TOO_SMALL 2
90#define TOO_MANY_ERRORS 3
91 72
92/* TYPE DEFINES */ 73/* TYPE DEFINES */
93 74
94/* 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,
95 * 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
114#define POTION 5 95#define POTION 5
115#define FOOD 6 96#define FOOD 6
116#define POISON 7 97#define POISON 7
117#define BOOK 8 98#define BOOK 8
118#define CLOCK 9 99#define CLOCK 9
119 100#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. */
120#define ARROW 13 103#define ARROW 13
121#define BOW 14 104#define BOW 14
122#define WEAPON 15 105#define WEAPON 15
123#define ARMOUR 16 106#define ARMOUR 16
124#define PEDESTAL 17 107#define PEDESTAL 17
125#define ALTAR 18 108#define ALTAR 18
126 109#define T_MATCH 19
127#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
128#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
129#define MAP 22 112#define MAP 22
130#define DOOR 23 113#define DOOR 23
131#define KEY 24 114#define KEY 24
132 115#define PHYSICS 25 // deliantra: "things that move"
133#define TIMED_GATE 26 116#define TIMED_GATE 26
134#define TRIGGER 27 117#define TRIGGER 27
135#define GRIMREAPER 28 118#define GRIMREAPER 28
136#define MAGIC_EAR 29 119#define MAGIC_EAR 29
137#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
146#define AMULET 39 129#define AMULET 39
147#define PLAYERMOVER 40 130#define PLAYERMOVER 40
148#define TELEPORTER 41 131#define TELEPORTER 41
149#define CREATOR 42 132#define CREATOR 42
150#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
151 134#define IDENTIFY_ALTAR 44
152#define EARTHWALL 45 135#define EARTHWALL 45
153#define GOLEM 46 136#define GOLEM 46
154 137#define DEEP_SWAMP 47
155#define THROWN_OBJ 48 138#define THROWN_OBJ 48
156#define BLINDNESS 49 139#define BLINDNESS 49
157#define GOD 50 140#define GOD 50
158#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
159 * which notices the presense of 142 * which notices the presense of
174 157
175#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
176 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
177 */ 160 */
178#define GEM 60 161#define GEM 60
179 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
180#define FIREWALL 62 163#define FIREWALL 62
181#define ANVIL 63 164#define ANVIL 63
182#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 */
183#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
184 * values of last_sp set how to change: 167 * values of last_sp set how to change:
185 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
186 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
187 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
188 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
189 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
190#define EXIT 66 176#define EXIT 66
191#define ENCOUNTER 67 177#define ENCOUNTER 67
192#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
193#define SHOP_MAT 69 179#define SHOP_MAT 69
194#define RING 70 180#define RING 70
195#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
196#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
197#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
198#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
199#define LIGHTER 75 185#define LIGHTER 75
200 186//76
201#define BUILDABLE_WALL 77 /* this is a buildable wall */ 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
202 188//78
203
204#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
205 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
206 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
207 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
208 chairs from here. */ 193 chairs from here. */
209 194//80
195#define TORCH 81 /* a torch */
210#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
211#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
212 198//84
213#define SPELLBOOK 85 199#define SPELLBOOK 85
214 200//86
215#define CLOAK 87 201#define CLOAK 87
216 202#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) */
217#define SPINNER 90 205#define SPINNER 90
218#define GATE 91 206#define GATE 91
219#define BUTTON 92 207#define BUTTON 92
220#define CF_HANDLE 93 208#define T_HANDLE 93
221#define HOLE 94 209#define HOLE 94
222#define TRAPDOOR 95 210#define TRAPDOOR 95
223 211#define RUNE 96
212#define TRAP 97
224#define SIGN 98 213#define SIGN 98
225#define BOOTS 99 214#define BOOTS 99
226#define GLOVES 100 215#define GLOVES 100
227#define SPELL 101 216#define SPELL 101
228#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
229#define CONVERTER 103 218#define CONVERTER 103
230#define BRACERS 104 219#define BRACERS 104
231#define POISONING 105 220#define POISONING 105
232#define SAVEBED 106 221#define SAVEBED 106
233 222#define DISEASE 107
223#define SYMPTOM 108
234#define WAND 109 224#define WAND 109
235 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
236#define SCROLL 111 226#define SCROLL 111
237#define DIRECTOR 112 227#define DIRECTOR 112
238#define GIRDLE 113 228#define GIRDLE 113
239#define FORCE 114 229#define FORCE 114
240#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 */
241#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 */
242 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
243#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. */
244#define CONTAINER 122 237#define CONTAINER 122
245#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
246#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
247
248#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
249#define DEEP_SWAMP 138
250#define IDENTIFY_ALTAR 139
251
252#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
253
254#define RUNE 154
255#define TRAP 155
256
257#define POWER_CRYSTAL 156
258#define CORPSE 157
259
260#define DISEASE 158
261#define SYMPTOM 159
262#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
263#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
264 242
265#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 243#define NUM_TYPES 127 // must be max(type) + 1
266
267#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
268 potions, alchemy, or magic works here (elmex) */
269
270/* DEAD TYPES: */
271//#define FBULLET 10
272//#define FBALL 11
273//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
274//#define CONFUSION 19
275//#define MMISSILE 25
276/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
277 * experience for broad skill categories. This value
278 * is now automatically converteed at load time.
279 */
280//#define BOMB 47
281//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
282
283/* random crossfire developer: The trap_part, wall, light_source,
284 * misc_object, monster, and spawn_generator
285 * types are not used in any archetypes,
286 * and should perhaps be removed.
287 *
288 * Wed Dec 20 13:35:24 CET 2006:
289 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
290 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
291 * renamed WALL to BUILDABLE_WALL.
292 */
293
294//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
295//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
296//#define MONSTER 80 /* yes, thats a real, living creature */
297//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
298//#define TOOL 84 /* a tool for building objects */
299//#define BUILDFAC 86 /* facilities for building objects */
300//#define CONE 88
301//#define AURA 89 /* aura spell object */
302//#define WORD_OF_RECALL 96
303//#define PARAIMAGE 97
304//#define POISONCLOUD 107
305//#define FIREHOLES 108
306//#define ABILITY 110
307/* unused: 125 - 129
308 * type 125 was MONEY_CHANGER
309 */
310//#define CANCELLATION 141 /* not used with new spell code */
311//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
312//#define SWARM_SPELL 153
313//#define GPS 162 /* Ground positionning system, moved to Python plugin */
314//#define QUEST 164 /* See below for subtypes */
315 244
316/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
317 246
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
318#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
319 279
320/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
321#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
322#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
323 283
324/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
325#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
326#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
327#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 */
328 289
329/* definitions for weapontypes */ 290/* definitions for weapontypes */
330 291
331#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
332#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
358#define PU_NOTHING 0x00000000 319#define PU_NOTHING 0x00000000
359 320
360#define PU_DEBUG 0x10000000 321#define PU_DEBUG 0x10000000
361#define PU_INHIBIT 0x20000000 322#define PU_INHIBIT 0x20000000
362#define PU_STOP 0x40000000 323#define PU_STOP 0x40000000
363#define PU_NEWMODE 0x80000000 324#define PU_ENABLE 0x80000000 // used to distinguish value density
364 325
365#define PU_RATIO 0x0000000F 326#define PU_RATIO 0x0000000F
366 327
367#define PU_FOOD 0x00000010 328#define PU_FOOD 0x00000010
368#define PU_DRINK 0x00000020 329#define PU_DRINK 0x00000020
394#define PU_FLESH 0x04000000 355#define PU_FLESH 0x04000000
395 356
396 357
397/* Instead of using arbitrary constants for indexing the 358/* Instead of using arbitrary constants for indexing the
398 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
399 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
400 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
401 * three spaces 362 * three spaces
402 */ 363 */
364#define SIZEOFFREE0 0
403#define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
404#define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
367#define SIZEOFFREE3 48
405#define SIZEOFFREE 49 368#define SIZEOFFREE 49
406 369
407#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
408 371
409/* 372/*
410 * 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
411 * common/loader.l is updated. 374 * common/loader.C is updated.
412 */ 375 */
413
414/* Basic routines to do above */
415#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
416#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
417#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
418 376
419/* the flags */ 377/* the flags */
420 378
421#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
422#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
423#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 */
424#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 */
425#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
426#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
427#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
428#define FLAG_USE_SHIELD 7 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
429 /* Can this creature use a shield? */
430
431#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
432 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
433/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
434/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
435
436#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
437
438/*#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 */
439/*#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) */
440 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
441#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
442#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
443
444#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
445#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
446#define FLAG_AUTO_APPLY 18 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
447 /* Will be applied when created */ 399#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
448 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
449#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. */
450#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
451#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
452#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
453#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
454
455/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
456/*#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 */
457/*#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 */
458 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
459#define FLAG_IS_USED_UP 28 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
460 /* When (--food<0) the object will exit */ 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
461#define FLAG_IDENTIFIED 29 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
462 /* Player knows full info about item */
463#define FLAG_REFLECTING 30
464 /* Object reflects from walls (lightning) */
465#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
466
467#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
468#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
469#define FLAG_STARTEQUIP 34 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
470 /* Object was given to player at start */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
471#define FLAG_BLOCKSVIEW 35
472 /* Object blocks view */
473#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
474#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
475#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
476#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
477 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
478#define FLAG_REFL_SPELL 40
479 /* Spells (some) will reflect from object */
480#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 */
481#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 */
482#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
483#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 */
484#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
485 but can still attack at a distance */ 426 but can still attack at a distance */
486
487/*#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 \
488 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
489/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
490
491#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
492#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
493#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
494#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 */
495#define FLAG_CAST_SPELL 52 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
496 /* (Monster) can learn and cast spells */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
497#define FLAG_USE_SCROLL 53
498 /* (Monster) can read scroll */
499#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 */
500#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
501 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
502#define FLAG_USE_ARMOUR 56 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
503 /* (Monster) can wear armour/shield/helmet */
504#define FLAG_USE_WEAPON 57
505 /* (Monster) can wield weapons */
506#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 */
507#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) */
508#define FLAG_READY_BOW 60 /* not implemented yet */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
509#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
510#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 */
511#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 */
512
513#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
514#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 */
515#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
516#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
517#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
518#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 */
519#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
520#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
521
522#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
523#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 */
524#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
525#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
526#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 */
527#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 */
528#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 */
529#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
530
531#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
532#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 */
533#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
534 465#define FLAG_PRECIOUS 83 // object is precious (pets)
535/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
536#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
537#define FLAG_MAKE_INVIS 85 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
538 /* (Item) gives invisibility when applied */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
539#define FLAG_INV_LOCKED 86
540 /* Item will not be dropped from inventory */
541#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
542
543#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
544#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 */
545#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 */
546#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 */
547#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
548#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 */
549#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
550
551/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
552
553#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
554#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
555 * away (replaces ghosthit) 480 * away (replaces ghosthit)
556 */ 481 */
557#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
558 * detect cases were the server is trying
559 * to send an upditem when we have not
560 * actually sent the item.
561 */ 483
562
563#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
564 object */ 485 object */
565#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
566#define FLAG_NO_ATTACK 101 /* monster don't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
567#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
568#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
569 * load_original_map() */ 490 * load_original_map() */
570#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 */
571 * the overlay, and is not subject to
572 * decay. */
573#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' */
574#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' */
575#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
576#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
577#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 */
578#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
579#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 */
580#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 */
581 503
504// temporary assignments
505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
506
582#define NUM_FLAGS 113 /* Should always be equal to the last 507#define NUM_FLAGS 115 /* Should always be equal to the last
583 * defined flag + 1. If you change this, 508 * defined flag + 1.
584 * make sure you update the flag_links
585 * in common/loader.l
586 */ 509 */
587
588/* Values can go up to 127 before the size of the flags array in the
589 * object structure needs to be enlarged.
590 * So there are 18 available flags slots
591 */
592
593#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
594 510
595/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
596 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
597 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
598 */ 514 */
599#define MOVE_WALK 0x1 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
600#define MOVE_FLY_LOW 0x2 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
601#define MOVE_FLY_HIGH 0x4 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
602#define MOVE_FLYING 0x6
603 /* Combo of fly_low and fly_high */
604#define MOVE_SWIM 0x8 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
605#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
606#define MOVE_ALL 0x1f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
607
608/* the normal assumption is that objects are walking/flying.
609 * So often we don't want to block movement, but still don't want
610 * to allow all types (swimming is rather specialized) - I also
611 * expect as more movement types show up, this is likely to get
612 * updated. Basically, this is the default for spaces that allow
613 * movement - anything but swimming right now. If you really
614 * want nothing at all, then can always set move_block to 0
615 */
616#define MOVE_BLOCK_DEFAULT MOVE_SWIM
617 524
618/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
619 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
620 * uint8 is defined yet, so just use what that would define it
621 * at anyways.
622 */ 527 */
623typedef unsigned char MoveType; 528typedef unsigned char MoveType;
624 529
625/* 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.
626 * Basically, ob2 has to block all of ob1 movement types. 531 * Basically, ob2 has to block all of ob1 movement types.
630 535
631/* 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
632 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
633 * 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
634 * onto it. 539 * onto it.
635 * 540 *
636 */ 541 */
637#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
638 ((type) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
639 544
640
641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
644
645/* Note: These values are only a default value, resizing can change them */
646#define INV_SIZE 12 /* How many items can be viewed in inventory */
647#define LOOK_SIZE 6 /* ditto, but for the look-window */
648#define MAX_INV_SIZE 40 /* For initializing arrays */
649#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
650
651#define EDITABLE(xyz) ((xyz)->arch->editable)
652
653#define E_MONSTER 0x00000001
654#define E_EXIT 0x00000002
655#define E_TREASURE 0x00000004
656#define E_BACKGROUND 0x00000008
657#define E_DOOR 0x00000010
658#define E_SPECIAL 0x00000020
659#define E_SHOP 0x00000040
660#define E_NORMAL 0x00000080
661#define E_FALSE_WALL 0x00000100
662#define E_WALL 0x00000200
663#define E_EQUIPMENT 0x00000400
664#define E_OTHER 0x00000800
665#define E_ARTIFACT 0x00001000
666 546
667#define EXIT_PATH(xyz) (xyz)->slaying 547#define EXIT_PATH(xyz) (xyz)->slaying
668#define EXIT_LEVEL(xyz) (xyz)->stats.food 548#define EXIT_LEVEL(xyz) (xyz)->stats.food
669#define EXIT_X(xyz) (xyz)->stats.hp 549#define EXIT_X(xyz) (xyz)->stats.hp
670#define EXIT_Y(xyz) (xyz)->stats.sp 550#define EXIT_Y(xyz) (xyz)->stats.sp
671#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 551#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
672#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 552#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
673 553
674/* for use by the lighting code */ 554/* for use by the lighting code */
675#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 555#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
676 * large values allow objects that can 556 * large values allow objects that can
677 * slow down the game */ 557 * slow down the game */
678#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
679 * 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 */
680#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
681 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
682 568
683#define F_BUY 0 569#define F_BUY 0
684#define F_SELL 1 570#define F_SELL 1
685#define F_TRUE 2 /* True value of item, unadjusted */ 571#define F_TRUE 2 /* True value of item, unadjusted */
686#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 */
690#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 */
691 577
692#define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)->direction]
693#define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)->direction]
694 580
695#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
696#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
697
698#define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
699#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
700#define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
701 584
702/* 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
703 each of them signed char, concatenated in a int16 */ 586 each of them signed char, concatenated in a int16 */
704#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 587#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
705#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 588#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
706#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
707#define FIRE_DIRECTIONAL 0 591#define FIRE_DIRECTIONAL 0
708#define FIRE_POSITIONAL 1 592#define FIRE_POSITIONAL 1
709 593
710/******************************************************************************/ 594/******************************************************************************/
711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 595/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
724/* CIRCLE1 = 32 */ 608/* CIRCLE1 = 32 */
725/* + DISTATT = 1 */ 609/* + DISTATT = 1 */
726/* ------------------- */ 610/* ------------------- */
727/* attack_movement = 33 */ 611/* attack_movement = 33 */
728/******************************************************************************/ 612/******************************************************************************/
729#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, */
730 /* attack from a distance - good for missile users only */ 614 /* attack from a distance - good for missile users only */
731#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 */
732#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 */
733#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 */
734#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 618#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
735#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 */
736#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 */
737#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 */
738 /* maintains comfortable distance */ 622 /* maintains comfortable distance */
623
739#define PETMOVE 16 /* if the upper four bits of attack_movement */ 624#define PETMOVE 16 /* if the upper four bits of attack_movement */
740 /* are set to this number, the monster follows a player */ 625 /* are set to this number, the monster follows a player */
741 /* until the owner calls it back or off */ 626 /* until the owner calls it back or off */
742 /* player followed denoted by 0b->owner */ 627 /* player followed denoted by 0b->owner */
743 /* the monster will try to attack whatever the player is */ 628 /* the monster will try to attack whatever the player is */
744 /* attacking, and will continue to do so until the owner */ 629 /* attacking, and will continue to do so until the owner */
745 /* calls off the monster - a key command will be */ 630 /* calls off the monster - a key command will be */
746 /* inserted to do so */ 631 /* inserted to do so */
747#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 */
748 /* are set to this number, the monster will move in a */ 633 /* are set to this number, the monster will move in a */
749 /* circle until it is attacked, or the enemy field is */ 634 /* circle until it is attacked, or the enemy field is */
750 /* set, this is good for non-aggressive monsters and NPC */ 635 /* set, this is good for non-aggressive monsters and NPC */
751#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 */
752#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 */
753 /* this is HORIZONTAL movement */ 638 /* this is HORIZONTAL movement */
754#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 */
755 /* pace area is longer and the monster stops before */ 640 /* pace area is longer and the monster stops before */
756 /* changing directions */ 641 /* changing directions */
757 /* this is HORIZONTAL movement */ 642 /* this is HORIZONTAL movement */
758#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 */
759 /* it is stopped by an obstacle, then it chooses another */ 644 /* it is stopped by an obstacle, then it chooses another */
760 /* direction. */ 645 /* direction. */
761#define RANDO2 112 /* constantly move in a different random direction */ 646#define RANDO2 112 /* constantly move in a different random direction */
762#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 */
763 /* this is VERTICAL movement */ 648 /* this is VERTICAL movement */
764#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 */
765 /* pace area is longer and the monster stops before */ 650 /* pace area is longer and the monster stops before */
766 /* changing directions */ 651 /* changing directions */
767 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
768#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 */
769#define HI4 240 654#define HI4 240
770 655
771#define BLANK_FACE_NAME "blank.x11" 656#define BLANK_FACE_NAME "blank.x11"
772#define EMPTY_FACE_NAME "empty.x11" 657#define EMPTY_FACE_NAME "empty.x11"
773#define DARK_FACE1_NAME "dark1.x11" 658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
774#define DARK_FACE2_NAME "dark2.x11"
775#define DARK_FACE3_NAME "dark3.x11"
776#define SMOOTH_FACE_NAME "default_smoothed.111"
777 659
778/* 660/*
779 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
780 */ 662 */
781 663
782#define PREFER_HIGH 1 664#define PREFER_HIGH 1
783#define PREFER_LOW 0 665#define PREFER_LOW 0
784
785/* Simple function we use below to keep adding to the same string
786 * but also make sure we don't overwrite that string.
787 */
788static inline void
789safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
790{
791 if (*curlen == (maxlen - 1))
792 return;
793
794 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
795 dest[maxlen - 1] = 0;
796 *curlen += strlen (orig);
797
798 if (*curlen > (maxlen - 1))
799 *curlen = maxlen - 1;
800}
801
802
803/* The SAFE versions of these call the safe_strcat function above.
804 * Ideally, all functions should use the SAFE functions, but they
805 * require some extra support in the calling function to remain as
806 * efficient.
807 */
808#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
809 if(variable) { \
810 int i,j=0; \
811 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
812 for(i=0; i<NROFATTACKS; i++) \
813 if(variable & (1<<i)) { \
814 if (j) \
815 safe_strcat(retbuf,", ", len, maxlen); \
816 else \
817 j = 1; \
818 safe_strcat(retbuf, attacks[i], len, maxlen); \
819 } \
820 safe_strcat(retbuf,")",len,maxlen); \
821 }
822
823
824/* separated this from the common/item.c file. b.t. Dec 1995 */
825
826#define DESCRIBE_ABILITY(retbuf, variable, name) \
827 if(variable) { \
828 int i,j=0; \
829 strcat(retbuf,"(" name ": "); \
830 for(i=0; i<NROFATTACKS; i++) \
831 if(variable & (1<<i)) { \
832 if (j) \
833 strcat(retbuf,", "); \
834 else \
835 j = 1; \
836 strcat(retbuf, attacks[i]); \
837 } \
838 strcat(retbuf,")"); \
839 }
840
841
842#define DESCRIBE_PATH(retbuf, variable, name) \
843 if(variable) { \
844 int i,j=0; \
845 strcat(retbuf,"(" name ": "); \
846 for(i=0; i<NRSPELLPATHS; i++) \
847 if(variable & (1<<i)) { \
848 if (j) \
849 strcat(retbuf,", "); \
850 else \
851 j = 1; \
852 strcat(retbuf, spellpathnames[i]); \
853 } \
854 strcat(retbuf,")"); \
855 }
856
857
858#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
859 if(variable) { \
860 int i,j=0; \
861 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862 for(i=0; i<NRSPELLPATHS; i++) \
863 if(variable & (1<<i)) { \
864 if (j) \
865 safe_strcat(retbuf,", ", len, maxlen); \
866 else \
867 j = 1; \
868 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
869 } \
870 safe_strcat(retbuf,")", len, maxlen); \
871 }
872 666
873/* Flags for apply_special() */ 667/* Flags for apply_special() */
874enum apply_flag 668enum apply_flag
875{ 669{
876 /* Basic flags, always use one of these */ 670 /* Basic flags/mode, always use one of these */
877 AP_NULL = 0, 671 AP_TOGGLE = 0,
878 AP_APPLY = 1, 672 AP_APPLY = 0x01,
879 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
880 674 AP_MODE = 0x03,
881 AP_BASIC_FLAGS = 15,
882 675
883 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
884 AP_NO_MERGE = 16, 677 AP_NO_MERGE = 0x10,
885 AP_IGNORE_CURSE = 32, 678 AP_IGNORE_CURSE = 0x20,
886 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 */
887 /* Note this is supported in all the functions */ 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
888}; 681};
889 682
890/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
891 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
892 * are returned from. 685 * are returned from.
911 * 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
912 * 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
913 * could remove. 706 * could remove.
914 * 707 *
915 */ 708 */
916#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
917#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
918#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
919#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
920#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
921#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
922 716
923/* 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.
924#define MIN_ACTIVE_SPEED 1e-5 722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
925 723
926#define RANDOM() (rndm.next () & 0xffffffU) 724/* have mercy on players and guarantee a somewhat higher speed */
927#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of 725#define MIN_PLAYER_SPEED 0.04f
928
929/* Returns the weight of the given object. Note: it does not take the number of
930 * items (nrof) into account.
931 */
932#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
933
934
935/* Code fastening defines
936 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
937 * buf__ and increment buf__ position so it will point to the end of buf__.
938 * the '\0' caracter will not be put at end of buf__.
939 * use preparefastcat and finishfastcat on buf__ to prepare
940 * and clean up the string. (Lots faster than doing each time...)
941 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
942 * keep in mind FAST_STRNCAT is faster since length of second argument is
943 * kown in advance.
944 */
945
946#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
947#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
948#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
949#define FINISH_FASTCAT(buf__) buf__[0]='\0';
950 726
951/* 727/*
952 * Warning! 728 * Warning!
953 * If you add message types here, don't forget 729 * If you add message types here, don't forget
954 * to keep the client up to date too! 730 * to keep the client up to date too!
1039 815
1040/* admin messages */ 816/* admin messages */
1041#define MSG_TYPE_ADMIN_RULES 1 817#define MSG_TYPE_ADMIN_RULES 1
1042#define MSG_TYPE_ADMIN_NEWS 2 818#define MSG_TYPE_ADMIN_NEWS 2
1043 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
1044#endif /* DEFINE_H */ 874#endif /* DEFINE_H */
1045 875

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