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Comparing deliantra/server/include/define.h (file contents):
Revision 1.10 by root, Tue Sep 12 18:32:37 2006 UTC vs.
Revision 1.144 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
29 * with players in player.h, etc. As it is, everything just seems 30 * with players in player.h, etc. As it is, everything just seems
30 * to be dumped in here. 31 * to be dumped in here.
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34# define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40# if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46# endif
47
48# ifndef WIN32 /* ---win32 exclude unix configuration part */
49# include <autoconf.h> 37#include <autoconf.h>
50# endif
51 38
52# define FONTDIR "" 39#define FONTDIR ""
53# define FONTNAME "" 40#define FONTNAME ""
54 41
55/* Decstations have trouble with fabs()... */
56# define FABS(x) ((x)<0?-(x):(x))
57
58# ifdef __NetBSD__ 42#ifdef __NetBSD__
59# include <sys/param.h> 43# include <sys/param.h>
60# endif 44#endif
61# ifndef MIN
62# define MIN(x,y) ((x)<(y)?(x):(y))
63# endif
64# ifndef MAX
65# define MAX(x,y) ((x)>(y)?(x):(y))
66# endif
67 45
68/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXNUMLEVELS 256 // maximum number of levels possible
69# ifndef NAME_MAX 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
70# define NAME_MAX 255
71# endif
72 48
73/* MAX3 is basically like MAX, but instead does 3 values. */ 49// maximum length of an object name in the protocol
74# ifndef MAX3 50#define NAME_LEN 127
75# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
76# endif
77 51
78/* MIN3 is basically like MIN, but instead does 3 values. */
79# ifndef MIN3
80# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
81# endif
82
83# define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
84# define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
85 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
86# define MAX_BUF 1024 61#define MAX_AC 120
87 /* Used for all kinds of things */ 62#define MIN_DAM 0
88# define VERY_BIG_BUF 2048 63#define MAX_DAM 200
89# define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 64#define MIN_DIGESTION -35
90# define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 65#define MAX_DIGESTION 70
91 66
92# define FONTSIZE 3000 /* Max chars in font */ 67#define MAX_BUF 1024 /* Used for all kinds of things */
93 68
94# define MAX_ANIMATIONS 256
95
96# define MAX_NAME 48 69#define MAX_NAME 48
97# define BIG_NAME 32
98# define MAX_EXT_TITLE 98
99 70
100/* Fatal variables: */ 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
101# define OUT_OF_MEMORY 0
102# define MAP_ERROR 1
103# define ARCHTABLE_TOO_SMALL 2
104# define TOO_MANY_ERRORS 3
105 72
106/* TYPE DEFINES */ 73/* TYPE DEFINES */
107 74
108/* 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,
109 * 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
113 * flags 80 * flags
114 * Also, if you add new entries, try and fill up the holes in this list. 81 * Also, if you add new entries, try and fill up the holes in this list.
115 * Additionally, when you add a new entry, include it in the table in item.c 82 * Additionally, when you add a new entry, include it in the table in item.c
116 */ 83 */
117 84
118/* type 0 will be undefined and shows a non valid type information */ 85/* USED TYPES: (for dead types please look at the bottom of the type
86 * definitions)
87 */
119 88
120# define PLAYER 1 89/* type 0 objects have the default behaviour */
121# define TRANSPORT 2 /* see doc/Developers/objects */ 90
122# define ROD 3 91#define PLAYER 1
92#define TRANSPORT 2 /* see pod/objects.pod */
93#define ROD 3
123# define TREASURE 4 94#define TREASURE 4
124# define POTION 5 95#define POTION 5
125# define FOOD 6 96#define FOOD 6
126# define POISON 7 97#define POISON 7
127# define BOOK 8 98#define BOOK 8
128# define CLOCK 9 99#define CLOCK 9
129 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
130/*#define FBULLET 10 */ 101#define RANGED 11 // deliantra: other range item (skill based)
131 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
132/*#define FBALL 11 */ 103#define ARROW 13
133# define LIGHTNING 12 104#define BOW 14
134# define ARROW 13 105#define WEAPON 15
135# define BOW 14 106#define ARMOUR 16
136# define WEAPON 15
137# define ARMOUR 16
138# define PEDESTAL 17 107#define PEDESTAL 17
139# define ALTAR 18 108#define ALTAR 18
140 109#define T_MATCH 19
141/*#define CONFUSION 19 */
142# define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
143# define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
144# define MAP 22 112#define MAP 22
145# define DOOR 23 113#define DOOR 23
146# define KEY 24 114#define KEY 24
147 115#define PHYSICS 25 // deliantra: "things that move"
148/*#define MMISSILE 25 */
149# define TIMED_GATE 26 116#define TIMED_GATE 26
150# define TRIGGER 27 117#define TRIGGER 27
151# define GRIMREAPER 28 118#define GRIMREAPER 28
152# define MAGIC_EAR 29 119#define MAGIC_EAR 29
153# define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
154# define TRIGGER_ALTAR 31 121#define TRIGGER_ALTAR 31
155# define TRIGGER_PEDESTAL 32 122#define TRIGGER_PEDESTAL 32
156# define SHIELD 33 123#define SHIELD 33
157# define HELMET 34 124#define HELMET 34
158# define HORN 35 125#define HORN 35
159# define MONEY 36 126#define MONEY 36
160# define CLASS 37 /* object for applying character class modifications to someone */ 127#define CLASS 37 /* object for applying character class modifications to someone */
161# define GRAVESTONE 38 128#define GRAVESTONE 38
162# define AMULET 39 129#define AMULET 39
163# define PLAYERMOVER 40 130#define PLAYERMOVER 40
164# define TELEPORTER 41 131#define TELEPORTER 41
165# define CREATOR 42 132#define CREATOR 42
166# define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
167# define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 134#define IDENTIFY_ALTAR 44
168 /* experience for broad skill categories. This value */
169 /* is now automatically converteed at load time. */
170# define EARTHWALL 45 135#define EARTHWALL 45
171# define GOLEM 46 136#define GOLEM 46
172 137#define DEEP_SWAMP 47
173/*#define BOMB 47 */
174# define THROWN_OBJ 48 138#define THROWN_OBJ 48
175# define BLINDNESS 49 139#define BLINDNESS 49
176# define GOD 50 140#define GOD 50
177
178# define DETECTOR 51 /* peterm: detector is an object */ 141#define DETECTOR 51 /* peterm: detector is an object
179 /* which notices the presense of */ 142 * which notices the presense of
180 /* another object and is triggered */ 143 * another object and is triggered
181 /* like buttons. */ 144 * like buttons.
145 */
182# define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 146#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
183 /* force into a player with a specified string WHEN TRIGGERED. */ 147 * force into a player with a specified string WHEN TRIGGERED.
148 */
184# define DEAD_OBJECT 53 149#define DEAD_OBJECT 53
185# define DRINK 54 150#define DRINK 54
186# define MARKER 55 /* inserts an invisible, weightless */ 151#define MARKER 55 /* inserts an invisible, weightless
187 /* force into a player with a specified string. */ 152 * force into a player with a specified string.
153 */
188# define HOLY_ALTAR 56 154#define HOLY_ALTAR 56
189# define PLAYER_CHANGER 57 155#define PLAYER_CHANGER 57
190# define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 156#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
191 157
192# define PEACEMAKER 59 /* Object owned by a player which can convert */ 158#define PEACEMAKER 59 /* Object owned by a player which can convert
193 /* a monster into a peaceful being incapable of attack. */ 159 * a monster into a peaceful being incapable of attack.
194# define GEM 60 160 */
195 161#define GEM 60
196 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
197# define FIREWALL 62 163#define FIREWALL 62
198# define ANVIL 63 164#define ANVIL 63
199# 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 */
200# define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
201 * values of last_sp set how to change: 167 * values of last_sp set how to change:
202 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
203 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
204 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
205 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
206 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
207# define EXIT 66 173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
176#define EXIT 66
208# define ENCOUNTER 67 177#define ENCOUNTER 67
209# define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
210# define SHOP_MAT 69 179#define SHOP_MAT 69
211# define RING 70 180#define RING 70
212# define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
213# define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
214# define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
215# define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
216# define LIGHTER 75 185#define LIGHTER 75
217 186//76
218/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
219 * types are not used in any archetypes, and should perhaps be removed. 188//78
220 */
221# define TRAP_PART 76 /* Needed by set traps skill -b.t. */
222
223# define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
224# define LIGHT_SOURCE 78 /* torches, lamps, etc. */
225# 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
226 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
227 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
228 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
229 chairs from here. */ 193 chairs from here. */
230# define MONSTER 80 194//80
231 /* yes, thats a real, living creature */ 195#define TORCH 81 /* a torch */
232# define SPAWN_GENERATOR 81 196#define LAMP 82 /* a lamp */
233 /* a spawn point or monster generator object */
234# define LAMP 82 /* a lamp */
235# define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
236# define TOOL 84 /* a tool for building objects */ 198//84
237# define SPELLBOOK 85 199#define SPELLBOOK 85
238# define BUILDFAC 86 /* facilities for building objects */ 200//86
239# define CLOAK 87 201#define CLOAK 87
240 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
241/*#define CONE 88 */ 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
242 204 potions, alchemy, or magic works here (elmex) */
243 /*#define AURA 89 *//* aura spell object */
244
245# define SPINNER 90 205#define SPINNER 90
246# define GATE 91 206#define GATE 91
247# define BUTTON 92 207#define BUTTON 92
248# define CF_HANDLE 93 208#define T_HANDLE 93
249# define HOLE 94 209#define HOLE 94
250# define TRAPDOOR 95 210#define TRAPDOOR 95
251 211#define RUNE 96
252/*#define WORD_OF_RECALL 96 */ 212#define TRAP 97
253 213#define SIGN 98
254/*#define PARAIMAGE 97 */ 214#define BOOTS 99
255# define SIGN 98
256# define BOOTS 99
257# define GLOVES 100 215#define GLOVES 100
258# define SPELL 101 216#define SPELL 101
259# define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
260# define CONVERTER 103 218#define CONVERTER 103
261# define BRACERS 104 219#define BRACERS 104
262# define POISONING 105 220#define POISONING 105
263# define SAVEBED 106 221#define SAVEBED 106
264# define POISONCLOUD 107 222#define DISEASE 107
265# define FIREHOLES 108 223#define SYMPTOM 108
266# define WAND 109 224#define WAND 109
267 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
268/*#define ABILITY 110*/
269# define SCROLL 111 226#define SCROLL 111
270# define DIRECTOR 112 227#define DIRECTOR 112
271# define GIRDLE 113 228#define GIRDLE 113
272# define FORCE 114 229#define FORCE 114
273# 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 */
274# 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 */
232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
275# 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. */
276# define CONTAINER 122 237#define CONTAINER 122
277# define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
278# define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
279
280/* unused: 125 - 129
281 * type 125 was MONEY_CHANGER
282 */
283# define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
284# define DEEP_SWAMP 138
285# define IDENTIFY_ALTAR 139
286
287 /*#define CANCELLATION 141*//* not used with new spell code */
288# define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
289
290 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
291
292/*#define SWARM_SPELL 153*/
293# define RUNE 154
294# define TRAP 155
295
296# define POWER_CRYSTAL 156
297# define CORPSE 157
298
299# define DISEASE 158
300# define SYMPTOM 159
301# define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
302# define MATERIAL 161/* Material for building */ 241#define MATERIAL 126 /* Material for building */
303 242
304/* #define GPS 162 Ground positionning system, moved to Python plugin */ 243#define NUM_TYPES 127 // must be max(type) + 1
305# define ITEM_TRANSFORMER 163/* Transforming one item with another */
306# define QUEST 164/* See below for subtypes */
307# define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
308 potions, alchemy, or magic works here (elmex) */
309 244
310/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
311 246
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
312# 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
313 279
314/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
315# define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
316# define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
317 283
318/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
319# define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
320# define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
321# 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 */
322 289
323/* definitions for weapontypes */ 290/* definitions for weapontypes */
324 291
325# define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
326# define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
327# define WEAP_PIERCE 2 /* arrows, stiletto */ 294#define WEAP_PIERCE 2 /* arrows, stiletto */
328# define WEAP_CLEAVE 3 /* axe */ 295#define WEAP_CLEAVE 3 /* axe */
329# define WEAP_SLICE 4 /* katana */ 296#define WEAP_SLICE 4 /* katana */
330# define WEAP_STAB 5 /* knife, dagger */ 297#define WEAP_STAB 5 /* knife, dagger */
331# define WEAP_WHIP 6 /* whips n chains */ 298#define WEAP_WHIP 6 /* whips n chains */
332# define WEAP_CRUSH 7 /* big hammers, flails */ 299#define WEAP_CRUSH 7 /* big hammers, flails */
333# define WEAP_BLUD 8 /* bludgeoning, club, stick */ 300#define WEAP_BLUD 8 /* bludgeoning, club, stick */
334 301
335typedef struct typedata 302typedef struct typedata
336{ 303{
337 int number; 304 int number;
338 const char *name; 305 const char *name;
347/* definitions for detailed pickup descriptions. 314/* definitions for detailed pickup descriptions.
348 * The objective is to define intelligent groups of items that the 315 * The objective is to define intelligent groups of items that the
349 * user can pick up or leave as he likes. */ 316 * user can pick up or leave as he likes. */
350 317
351/* high bit as flag for new pickup options */ 318/* high bit as flag for new pickup options */
352# define PU_NOTHING 0x00000000 319#define PU_NOTHING 0x00000000
353 320
354# define PU_DEBUG 0x10000000 321#define PU_DEBUG 0x10000000
355# define PU_INHIBIT 0x20000000 322#define PU_INHIBIT 0x20000000
356# define PU_STOP 0x40000000 323#define PU_STOP 0x40000000
357# define PU_NEWMODE 0x80000000 324#define PU_ENABLE 0x80000000 // used to distinguish value density
358 325
359# define PU_RATIO 0x0000000F 326#define PU_RATIO 0x0000000F
360 327
361# define PU_FOOD 0x00000010 328#define PU_FOOD 0x00000010
362# define PU_DRINK 0x00000020 329#define PU_DRINK 0x00000020
363# define PU_VALUABLES 0x00000040 330#define PU_VALUABLES 0x00000040
364# define PU_BOW 0x00000080 331#define PU_BOW 0x00000080
365 332
366# define PU_ARROW 0x00000100 333#define PU_ARROW 0x00000100
367# define PU_HELMET 0x00000200 334#define PU_HELMET 0x00000200
368# define PU_SHIELD 0x00000400 335#define PU_SHIELD 0x00000400
369# define PU_ARMOUR 0x00000800 336#define PU_ARMOUR 0x00000800
370 337
371# define PU_BOOTS 0x00001000 338#define PU_BOOTS 0x00001000
372# define PU_GLOVES 0x00002000 339#define PU_GLOVES 0x00002000
373# define PU_CLOAK 0x00004000 340#define PU_CLOAK 0x00004000
374# define PU_KEY 0x00008000 341#define PU_KEY 0x00008000
375 342
376# define PU_MISSILEWEAPON 0x00010000 343#define PU_MISSILEWEAPON 0x00010000
377# define PU_ALLWEAPON 0x00020000 344#define PU_ALLWEAPON 0x00020000
378# define PU_MAGICAL 0x00040000 345#define PU_MAGICAL 0x00040000
379# define PU_POTION 0x00080000 346#define PU_POTION 0x00080000
380 347
381# define PU_SPELLBOOK 0x00100000 348#define PU_SPELLBOOK 0x00100000
382# define PU_SKILLSCROLL 0x00200000 349#define PU_SKILLSCROLL 0x00200000
383# define PU_READABLES 0x00400000 350#define PU_READABLES 0x00400000
384# define PU_MAGIC_DEVICE 0x00800000 351#define PU_MAGIC_DEVICE 0x00800000
385 352
386# define PU_NOT_CURSED 0x01000000 353#define PU_NOT_CURSED 0x01000000
387# define PU_JEWELS 0x02000000 354#define PU_JEWELS 0x02000000
355#define PU_FLESH 0x04000000
388 356
389 357
390/* Instead of using arbitrary constants for indexing the 358/* Instead of using arbitrary constants for indexing the
391 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
392 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
393 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
394 * three spaces 362 * three spaces
395 */ 363 */
364#define SIZEOFFREE0 0
396# define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
397# define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
367#define SIZEOFFREE3 48
398# define SIZEOFFREE 49 368#define SIZEOFFREE 49
399 369
400# define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
401 371
402/* Flag structure now changed. 372/*
403 * Each flag is now a bit offset, starting at zero. The macros
404 * will update/read the appropriate flag element in the object
405 * structure.
406 *
407 * Hopefully, since these offsets are integer constants set at run time,
408 * the compiler will reduce the macros something as simple as the
409 * old system was.
410 *
411 * Flags now have FLAG as the prefix. This to be clearer, and also
412 * to make sure F_ names are not still being used anyplace.
413 *
414 * The macros below assume that the flag size for each element is 32
415 * bits. IF it is smaller, bad things will happen. See structs.h
416 * for more info.
417 *
418 * All functions should use the macros below. In process of converting
419 * to the new system, I find several files that did not use the previous
420 * macros.
421 *
422 * If any FLAG's are 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
423 * common/loader.l is updated. 374 * common/loader.C is updated.
424 * 375 */
425 * flags[0] is 0 to 31
426 * flags[1] is 32 to 63
427 * flags[2] is 64 to 95
428 * flags[3] is 96 to 127
429 */
430
431/* Basic routines to do above */
432# define SET_FLAG(xyz, p) \
433 ((xyz)->flags[p/32] |= (1U << (p % 32)))
434# define CLEAR_FLAG(xyz, p) \
435 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
436# define QUERY_FLAG(xyz, p) \
437 ((xyz)->flags[p/32] & (1U << (p % 32)))
438# define COMPARE_FLAGS(p,q) \
439 ( \
440 ((p)->flags[0] == (q)->flags[0]) && \
441 ((p)->flags[1] == (q)->flags[1]) && \
442 ((p)->flags[2] == (q)->flags[2]) && \
443 ((p)->flags[3] == (q)->flags[3]) \
444 )
445
446/* convenience macros to determine what kind of things we are dealing with */
447
448# define IS_WEAPON(op) \
449 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
450
451# define IS_ARMOR(op) \
452 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
453 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
454 op->type == BRACERS || op->type == GIRDLE)
455
456# define IS_LIVE(op) \
457 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
458 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
459 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
460
461# define IS_ARROW(op) \
462 (op->type==ARROW || \
463 (op->type==SPELL_EFFECT && \
464 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
465
466/* This return TRUE if object has still randomitems which
467 * could be expanded.
468 */
469# define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
470 376
471/* the flags */ 377/* the flags */
472 378
473# define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
474# define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
475# 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 */
476# 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 */
477# define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
478# define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
479# define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
480# define FLAG_USE_SHIELD 7 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
481 /* Can this creature use a shield? */
482
483# define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
484 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
485 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
486
487 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
488# define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
489 391/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
490 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
491 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
492 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
493# define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
494# define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
495
496# define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
497# define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
498# define FLAG_AUTO_APPLY 18 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
499 /* Will be applied when created */ 399#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
500# define FLAG_TREASURE 19 /* Will generate treasure when applied */
501# 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. */
502# define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
503# define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
504# define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
505# define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
506 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
507 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
508
509 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
510
511 /*#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 */
512# define FLAG_IS_USED_UP 28 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
513 /* When (--food<0) the object will exit */ 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
514# define FLAG_IDENTIFIED 29 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
515 /* Player knows full info about item */ 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
516# define FLAG_REFLECTING 30
517 /* Object reflects from walls (lightning) */
518# define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
519
520/* Start of values in flags[1] */
521# define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
522# define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
523# define FLAG_STARTEQUIP 34 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
524 /* Object was given to player at start */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
525# define FLAG_BLOCKSVIEW 35
526 /* Object blocks view */
527# define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
528# define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
529# define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
530# define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
531 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
532# define FLAG_REFL_SPELL 40
533 /* Spells (some) will reflect from object */
534# 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 */
535# 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 */
536# define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
537# 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 */
538# define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
539 but can still attack at a distance */ 426 but can still attack at a distance */
540 427/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
541 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
542 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
543 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
544 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
545
546# define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
547# define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
548# define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
549# 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 */
550# define FLAG_CAST_SPELL 52 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
551 /* (Monster) can learn and cast spells */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
552# define FLAG_USE_SCROLL 53
553 /* (Monster) can read scroll */
554# 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 */
555# define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
556 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
557# define FLAG_USE_ARMOUR 56 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
558 /* (Monster) can wear armour/shield/helmet */
559# define FLAG_USE_WEAPON 57
560 /* (Monster) can wield weapons */
561# 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 */
562# 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) */
563# define FLAG_READY_BOW 60 /* not implemented yet */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
564# define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
565# 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 */
566# 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 */
567
568/* Start of values in flags[2] */
569# define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
570# 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 */
571# define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
572# define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
573# define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
574# 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 */
575# define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
576# define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
577
578# define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
579# 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 */
580# define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
581# define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
582# 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 */
583# 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 */
584# 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 */
585# define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
586
587# define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
588# 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 */
589# define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
590 465#define FLAG_PRECIOUS 83 // object is precious (pets)
591/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
592# define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
593# define FLAG_MAKE_INVIS 85 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
594 /* (Item) gives invisibility when applied */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
595# define FLAG_INV_LOCKED 86
596 /* Item will not be dropped from inventory */
597# define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
598
599# define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
600# 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 */
601# 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 */
602# 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 */
603# define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
604# 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 */
605# define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
606 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
607 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
608
609/* Start of values in flags[3] */
610# define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
611# 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
612 * away (replaces ghosthit) 480 * away (replaces ghosthit)
613 */ 481 */
614# 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
615 * detect cases were the server is trying
616 * to send an upditem when we have not
617 * actually sent the item.
618 */ 483
619
620# define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
621 object */ 485 object */
622# define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
623# define FLAG_NO_ATTACK 101 /* monster don't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
624# define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
625# 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
626 * load_original_map() */ 490 * load_original_map() */
627# 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 */
628 * the overlay, and is not subject to
629 * decay. */
630# 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' */
631# 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' */
632# define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
633# define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
634# 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 */
635# define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
636# define FLAG_AFK 111 /* Player is AFK */ 498#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
637# define NUM_FLAGS 111 /* Should always be equal to the last 499#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
638 * defined flag. If you change this, 500#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
639 * make sure you update the flag_links 501 * (for the quads world for instance)
640 * in common/loader.l
641 */ 502 */
642 503
643/* Values can go up to 127 before the size of the flags array in the 504// temporary assignments
644 * object structure needs to be enlarged. 505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
645 * So there are 18 available flags slots
646 */
647 506
648 507#define NUM_FLAGS 115 /* Should always be equal to the last
649# define NROFNEWOBJS(xyz) ((xyz)->stats.food) 508 * defined flag + 1.
650 509 */
651# if 0
652
653/* These should no longer be needed - access move_slow_penalty
654 * directly.
655 */
656# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
657# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
658# endif
659 510
660/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
661 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
662 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
663 */ 514 */
664# define MOVE_WALK 0x1 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
665# define MOVE_FLY_LOW 0x2 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
666# define MOVE_FLY_HIGH 0x4 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
667# define MOVE_FLYING 0x6
668 /* Combo of fly_low and fly_high */
669# define MOVE_SWIM 0x8 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
670# 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 */
671# define MOVE_ALL 0x1f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
672
673/* the normal assumption is that objects are walking/flying.
674 * So often we don't want to block movement, but still don't want
675 * to allow all types (swimming is rather specialized) - I also
676 * expect as more movement types show up, this is likely to get
677 * updated. Basically, this is the default for spaces that allow
678 * movement - anything but swimming right now. If you really
679 * want nothing at all, then can always set move_block to 0
680 */
681# define MOVE_BLOCK_DEFAULT MOVE_SWIM
682 524
683/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
684 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
685 * uint8 is defined yet, so just use what that would define it
686 * at anyways.
687 */ 527 */
688typedef unsigned char MoveType; 528typedef unsigned char MoveType;
689 529
690/* 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.
691 * Basically, ob2 has to block all of ob1 movement types. 531 * Basically, ob2 has to block all of ob1 movement types.
692 */ 532 */
693# define OB_MOVE_BLOCK(ob1, ob2) \ 533#define OB_MOVE_BLOCK(ob1, ob2) \
694 ((ob1->move_type & ob2->move_block) == ob1->move_type) 534 ((ob1->move_type & ob2->move_block) == ob1->move_type)
695 535
696/* 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
697 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
698 * 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
699 * onto it. 539 * onto it.
700 * 540 *
701 */ 541 */
702# define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
703 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
704 544
705
706# define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
707# define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
708# define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
709 546
710/* Note: These values are only a default value, resizing can change them */
711# define INV_SIZE 12 /* How many items can be viewed in inventory */
712# define LOOK_SIZE 6 /* ditto, but for the look-window */
713# define MAX_INV_SIZE 40 /* For initializing arrays */
714# define MAX_LOOK_SIZE 40 /* ditto for the look-window */
715
716# define EDITABLE(xyz) ((xyz)->arch->editable)
717
718# define E_MONSTER 0x00000001
719# define E_EXIT 0x00000002
720# define E_TREASURE 0x00000004
721# define E_BACKGROUND 0x00000008
722# define E_DOOR 0x00000010
723# define E_SPECIAL 0x00000020
724# define E_SHOP 0x00000040
725# define E_NORMAL 0x00000080
726# define E_FALSE_WALL 0x00000100
727# define E_WALL 0x00000200
728# define E_EQUIPMENT 0x00000400
729# define E_OTHER 0x00000800
730# define E_ARTIFACT 0x00001000
731
732# define EXIT_PATH(xyz) (xyz)->slaying 547#define EXIT_PATH(xyz) (xyz)->slaying
733# define EXIT_LEVEL(xyz) (xyz)->stats.food 548#define EXIT_LEVEL(xyz) (xyz)->stats.food
734# define EXIT_X(xyz) (xyz)->stats.hp 549#define EXIT_X(xyz) (xyz)->stats.hp
735# define EXIT_Y(xyz) (xyz)->stats.sp 550#define EXIT_Y(xyz) (xyz)->stats.sp
736# define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 551#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
737# define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 552#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
738 553
739/* for use by the lighting code */ 554/* for use by the lighting code */
740# define MAX_LIGHT_RADII 4 555#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
741 /* max radii for 'light' object, really
742 * large values allow objects that can 556 * large values allow objects that can
743 * slow down the game */ 557 * slow down the game */
744# define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
745 * 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 */
746# define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
747 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)
748 567
568
749# define F_BUY 0 569#define F_BUY 0
750# define F_SELL 1 570#define F_SELL 1
751# define F_TRUE 2 /* True value of item, unadjusted */ 571#define F_TRUE 2 /* True value of item, unadjusted */
752# 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 */
753# define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 573#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
754# define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 574#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
755# define F_APPROX 32 /* flag to give a guess of item value */ 575#define F_APPROX 32 /* flag to give a guess of item value */
756# 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 */
757 577
758# define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)]
759# define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)]
760 580
761# define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
762# define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
763
764# define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
765# define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
766# define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
767 584
768/* 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
769 each of them signed char, concatenated in a int16 */ 586 each of them signed char, concatenated in a int16 */
770# define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 587#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
771# define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 588#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
772# 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
773# define FIRE_DIRECTIONAL 0 591#define FIRE_DIRECTIONAL 0
774# define FIRE_POSITIONAL 1 592#define FIRE_POSITIONAL 1
775 593
776/******************************************************************************/ 594/******************************************************************************/
777
778/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 595/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779
780/******************************************************************************/ 596/******************************************************************************/
781
782/* if your monsters start acting wierd, mail me */ 597/* if your monsters start acting wierd, mail me */
783
784/******************************************************************************/ 598/******************************************************************************/
785
786/* the following definitions are for the attack_movement variable in monsters */ 599/* the following definitions are for the attack_movement variable in monsters */
787
788/* if the attack_variable movement is left out of the monster archetype, or is*/ 600/* if the attack_variable movement is left out of the monster archetype, or is*/
789
790/* set to zero */ 601/* set to zero */
791
792/* the standard mode of movement from previous versions of crossfire will be */ 602/* the standard mode of movement from previous versions of crossfire will be */
793
794/* used. the upper four bits of movement data are not in effect when the monst*/ 603/* used. the upper four bits of movement data are not in effect when the monst*/
795
796/* er has an enemy. these should only be used for non agressive monsters. */ 604/* er has an enemy. these should only be used for non agressive monsters. */
797
798/* to program a monsters movement add the attack movement numbers to the movem*/ 605/* to program a monsters movement add the attack movement numbers to the movem*/
799
800/* ment numbers example a monster that moves in a circle until attacked and */ 606/* ment numbers example a monster that moves in a circle until attacked and */
801
802/* then attacks from a distance: */ 607/* then attacks from a distance: */
803
804/* CIRCLE1 = 32 */ 608/* CIRCLE1 = 32 */
805
806/* + DISTATT = 1 */ 609/* + DISTATT = 1 */
807
808/* ------------------- */ 610/* ------------------- */
809
810/* attack_movement = 33 */ 611/* attack_movement = 33 */
811
812/******************************************************************************/ 612/******************************************************************************/
813# 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, */
814 /* attack from a distance - good for missile users only */ 614 /* attack from a distance - good for missile users only */
815# 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 */
816# 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 */
817# 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 */
818# define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 618#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
819# 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 */
820# 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 */
821# 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 */
822 /* maintains comfortable distance */ 622 /* maintains comfortable distance */
623
823# define PETMOVE 16 /* if the upper four bits of attack_movement */ 624#define PETMOVE 16 /* if the upper four bits of attack_movement */
824 /* are set to this number, the monster follows a player */ 625 /* are set to this number, the monster follows a player */
825 /* until the owner calls it back or off */ 626 /* until the owner calls it back or off */
826 /* player followed denoted by 0b->owner */ 627 /* player followed denoted by 0b->owner */
827 /* the monster will try to attack whatever the player is */ 628 /* the monster will try to attack whatever the player is */
828 /* attacking, and will continue to do so until the owner */ 629 /* attacking, and will continue to do so until the owner */
829 /* calls off the monster - a key command will be */ 630 /* calls off the monster - a key command will be */
830 /* inserted to do so */ 631 /* inserted to do so */
831# 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 */
832 /* are set to this number, the monster will move in a */ 633 /* are set to this number, the monster will move in a */
833 /* circle until it is attacked, or the enemy field is */ 634 /* circle until it is attacked, or the enemy field is */
834 /* set, this is good for non-aggressive monsters and NPC */ 635 /* set, this is good for non-aggressive monsters and NPC */
835# 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 */
836# 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 */
837 /* this is HORIZONTAL movement */ 638 /* this is HORIZONTAL movement */
838# 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 */
839 /* pace area is longer and the monster stops before */ 640 /* pace area is longer and the monster stops before */
840 /* changing directions */ 641 /* changing directions */
841 /* this is HORIZONTAL movement */ 642 /* this is HORIZONTAL movement */
842# 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 */
843 /* it is stopped by an obstacle, then it chooses another */ 644 /* it is stopped by an obstacle, then it chooses another */
844 /* direction. */ 645 /* direction. */
845# define RANDO2 112 /* constantly move in a different random direction */ 646#define RANDO2 112 /* constantly move in a different random direction */
846# 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 */
847 /* this is VERTICAL movement */ 648 /* this is VERTICAL movement */
848# 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 */
849 /* pace area is longer and the monster stops before */ 650 /* pace area is longer and the monster stops before */
850 /* changing directions */ 651 /* changing directions */
851 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
852# 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 */
853# define HI4 240 654#define HI4 240
854 655
855/*
856 * Use of the state-variable in player objects:
857 */
858
859# define ST_PLAYING 0
860# define ST_PLAY_AGAIN 1
861# define ST_ROLL_STAT 2
862# define ST_CHANGE_CLASS 3
863# define ST_CONFIRM_QUIT 4
864# define ST_CONFIGURE 5
865# define ST_GET_NAME 6
866# define ST_GET_PASSWORD 7
867# define ST_CONFIRM_PASSWORD 8
868# define ST_GET_PARTY_PASSWORD 10
869
870# define BLANK_FACE_NAME "blank.111" 656#define BLANK_FACE_NAME "blank.x11"
871# define EMPTY_FACE_NAME "empty.111" 657#define EMPTY_FACE_NAME "empty.x11"
872# define DARK_FACE1_NAME "dark1.111" 658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
873# define DARK_FACE2_NAME "dark2.111"
874# define DARK_FACE3_NAME "dark3.111"
875# define SMOOTH_FACE_NAME "default_smoothed.111"
876 659
877/* 660/*
878 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
879 */ 662 */
880 663
881# define PREFER_HIGH 1 664#define PREFER_HIGH 1
882# define PREFER_LOW 0 665#define PREFER_LOW 0
883
884/* Simple function we use below to keep adding to the same string
885 * but also make sure we don't overwrite that string.
886 */
887static inline void
888safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
889{
890 if (*curlen == (maxlen - 1))
891 return;
892
893 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
894 dest[maxlen - 1] = 0;
895 *curlen += strlen (orig);
896
897 if (*curlen > (maxlen - 1))
898 *curlen = maxlen - 1;
899}
900
901
902/* The SAFE versions of these call the safe_strcat function above.
903 * Ideally, all functions should use the SAFE functions, but they
904 * require some extra support in the calling function to remain as
905 * efficient.
906 */
907# define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
908 if(variable) { \
909 int i,j=0; \
910 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
911 for(i=0; i<NROFATTACKS; i++) \
912 if(variable & (1<<i)) { \
913 if (j) \
914 safe_strcat(retbuf,", ", len, maxlen); \
915 else \
916 j = 1; \
917 safe_strcat(retbuf, attacks[i], len, maxlen); \
918 } \
919 safe_strcat(retbuf,")",len,maxlen); \
920 }
921
922
923/* separated this from the common/item.c file. b.t. Dec 1995 */
924
925# define DESCRIBE_ABILITY(retbuf, variable, name) \
926 if(variable) { \
927 int i,j=0; \
928 strcat(retbuf,"(" name ": "); \
929 for(i=0; i<NROFATTACKS; i++) \
930 if(variable & (1<<i)) { \
931 if (j) \
932 strcat(retbuf,", "); \
933 else \
934 j = 1; \
935 strcat(retbuf, attacks[i]); \
936 } \
937 strcat(retbuf,")"); \
938 }
939
940
941# define DESCRIBE_PATH(retbuf, variable, name) \
942 if(variable) { \
943 int i,j=0; \
944 strcat(retbuf,"(" name ": "); \
945 for(i=0; i<NRSPELLPATHS; i++) \
946 if(variable & (1<<i)) { \
947 if (j) \
948 strcat(retbuf,", "); \
949 else \
950 j = 1; \
951 strcat(retbuf, spellpathnames[i]); \
952 } \
953 strcat(retbuf,")"); \
954 }
955
956
957# define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
958 if(variable) { \
959 int i,j=0; \
960 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
961 for(i=0; i<NRSPELLPATHS; i++) \
962 if(variable & (1<<i)) { \
963 if (j) \
964 safe_strcat(retbuf,", ", len, maxlen); \
965 else \
966 j = 1; \
967 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
968 } \
969 safe_strcat(retbuf,")", len, maxlen); \
970 }
971 666
972/* Flags for apply_special() */ 667/* Flags for apply_special() */
973enum apply_flag 668enum apply_flag
974{ 669{
975 /* Basic flags, always use one of these */ 670 /* Basic flags/mode, always use one of these */
976 AP_NULL = 0, 671 AP_TOGGLE = 0,
977 AP_APPLY = 1, 672 AP_APPLY = 0x01,
978 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
979 674 AP_MODE = 0x03,
980 AP_BASIC_FLAGS = 15,
981 675
982 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
983 AP_NO_MERGE = 16, 677 AP_NO_MERGE = 0x10,
984 AP_IGNORE_CURSE = 32, 678 AP_IGNORE_CURSE = 0x20,
985 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 */
986 /* Note this is supported in all the functions */ 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
987}; 681};
988 682
989/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
990 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
991 * are returned from. 685 * are returned from.
1010 * 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
1011 * 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
1012 * could remove. 706 * could remove.
1013 * 707 *
1014 */ 708 */
1015# define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
1016# define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
1017# define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
1018# define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
1019# define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
1020# define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1021 716
1022/* 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.
722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
723
724/* have mercy on players and guarantee a somewhat higher speed */
1023# define MIN_ACTIVE_SPEED 0.00001 725#define MIN_PLAYER_SPEED 0.04f
1024
1025/*
1026 * random() is much better than rand(). If you have random(), use it instead.
1027 * You shouldn't need to change any of this
1028 *
1029 * 0.93.3: It looks like linux has random (previously, it was set below
1030 * to use rand). Perhaps old version of linux lack rand? IF you run into
1031 * problems, add || defined(__linux__) the #if immediately below.
1032 *
1033 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1034 * here.
1035 */
1036
1037# ifdef HAVE_SRANDOM
1038# define RANDOM() random()
1039# define SRANDOM(xyz) srandom(xyz)
1040# else
1041# ifdef HAVE_SRAND48
1042# define RANDOM() lrand48()
1043# define SRANDOM(xyz) srand48(xyz)
1044# else
1045# ifdef HAVE_SRAND
1046# define RANDOM() rand()
1047# define SRANDOM(xyz) srand(xyz)
1048# else
1049# error "Could not find a usable random routine"
1050# endif
1051# endif
1052# endif
1053
1054/* Returns the weight of the given object. Note: it does not take the number of
1055 * items (nrof) into account.
1056 */
1057# define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1058
1059
1060/* Code fastening defines
1061 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1062 * buf__ and increment buf__ position so it will point to the end of buf__.
1063 * the '\0' caracter will not be put at end of buf__.
1064 * use preparefastcat and finishfastcat on buf__ to prepare
1065 * and clean up the string. (Lots faster than doing each time...)
1066 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1067 * keep in mind FAST_STRNCAT is faster since length of second argument is
1068 * kown in advance.
1069 */
1070
1071# define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1072# define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1073# define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1074# define FINISH_FASTCAT(buf__) buf__[0]='\0';
1075
1076 /* You may uncomment following define to check sanity of code.
1077 * But use as debug only (loses all speed gained by those macros)
1078 */
1079
1080/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1081 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1082
1083
1084
1085
1086
1087
1088 726
1089/* 727/*
1090 * Warning! 728 * Warning!
1091 * If you add message types here, don't forget 729 * If you add message types here, don't forget
1092 * to keep the client up to date too! 730 * to keep the client up to date too!
1093 */ 731 */
1094 732
1095
1096/* message types */ 733/* message types */
1097# define MSG_TYPE_BOOK 1 734#define MSG_TYPE_BOOK 1
1098# define MSG_TYPE_CARD 2 735#define MSG_TYPE_CARD 2
1099# define MSG_TYPE_PAPER 3 736#define MSG_TYPE_PAPER 3
1100# define MSG_TYPE_SIGN 4 737#define MSG_TYPE_SIGN 4
1101# define MSG_TYPE_MONUMENT 5 738#define MSG_TYPE_MONUMENT 5
1102# define MSG_TYPE_SCRIPTED_DIALOG 6 739#define MSG_TYPE_SCRIPTED_DIALOG 6
1103# define MSG_TYPE_MOTD 7 740#define MSG_TYPE_MOTD 7
1104# define MSG_TYPE_ADMIN 8 741#define MSG_TYPE_ADMIN 8
1105# define MSG_TYPE_LAST 9 742#define MSG_TYPE_LAST 9
1106 743
1107# define MSG_SUBTYPE_NONE 0 744#define MSG_SUBTYPE_NONE 0
1108 745
1109/* book messages subtypes */ 746/* book messages subtypes */
1110# define MSG_TYPE_BOOK_CLASP_1 1 747#define MSG_TYPE_BOOK_CLASP_1 1
1111# define MSG_TYPE_BOOK_CLASP_2 2 748#define MSG_TYPE_BOOK_CLASP_2 2
1112# define MSG_TYPE_BOOK_ELEGANT_1 3 749#define MSG_TYPE_BOOK_ELEGANT_1 3
1113# define MSG_TYPE_BOOK_ELEGANT_2 4 750#define MSG_TYPE_BOOK_ELEGANT_2 4
1114# define MSG_TYPE_BOOK_QUARTO_1 5 751#define MSG_TYPE_BOOK_QUARTO_1 5
1115# define MSG_TYPE_BOOK_QUARTO_2 6 752#define MSG_TYPE_BOOK_QUARTO_2 6
1116# define MSG_TYPE_BOOK_SPELL_EVOKER 7 753#define MSG_TYPE_BOOK_SPELL_EVOKER 7
1117# define MSG_TYPE_BOOK_SPELL_PRAYER 8 754#define MSG_TYPE_BOOK_SPELL_PRAYER 8
1118# define MSG_TYPE_BOOK_SPELL_PYRO 9 755#define MSG_TYPE_BOOK_SPELL_PYRO 9
1119# define MSG_TYPE_BOOK_SPELL_SORCERER 10 756#define MSG_TYPE_BOOK_SPELL_SORCERER 10
1120# define MSG_TYPE_BOOK_SPELL_SUMMONER 11 757#define MSG_TYPE_BOOK_SPELL_SUMMONER 11
1121 758
1122/* card messages subtypes*/ 759/* card messages subtypes*/
1123# define MSG_TYPE_CARD_SIMPLE_1 1 760#define MSG_TYPE_CARD_SIMPLE_1 1
1124# define MSG_TYPE_CARD_SIMPLE_2 2 761#define MSG_TYPE_CARD_SIMPLE_2 2
1125# define MSG_TYPE_CARD_SIMPLE_3 3 762#define MSG_TYPE_CARD_SIMPLE_3 3
1126# define MSG_TYPE_CARD_ELEGANT_1 4 763#define MSG_TYPE_CARD_ELEGANT_1 4
1127# define MSG_TYPE_CARD_ELEGANT_2 5 764#define MSG_TYPE_CARD_ELEGANT_2 5
1128# define MSG_TYPE_CARD_ELEGANT_3 6 765#define MSG_TYPE_CARD_ELEGANT_3 6
1129# define MSG_TYPE_CARD_STRANGE_1 7 766#define MSG_TYPE_CARD_STRANGE_1 7
1130# define MSG_TYPE_CARD_STRANGE_2 8 767#define MSG_TYPE_CARD_STRANGE_2 8
1131# define MSG_TYPE_CARD_STRANGE_3 9 768#define MSG_TYPE_CARD_STRANGE_3 9
1132# define MSG_TYPE_CARD_MONEY_1 10 769#define MSG_TYPE_CARD_MONEY_1 10
1133# define MSG_TYPE_CARD_MONEY_2 11 770#define MSG_TYPE_CARD_MONEY_2 11
1134# define MSG_TYPE_CARD_MONEY_3 12 771#define MSG_TYPE_CARD_MONEY_3 12
1135 772
1136/* Paper messages subtypes */ 773/* Paper messages subtypes */
1137# define MSG_TYPE_PAPER_NOTE_1 1 774#define MSG_TYPE_PAPER_NOTE_1 1
1138# define MSG_TYPE_PAPER_NOTE_2 2 775#define MSG_TYPE_PAPER_NOTE_2 2
1139# define MSG_TYPE_PAPER_NOTE_3 3 776#define MSG_TYPE_PAPER_NOTE_3 3
1140# define MSG_TYPE_PAPER_LETTER_OLD_1 4 777#define MSG_TYPE_PAPER_LETTER_OLD_1 4
1141# define MSG_TYPE_PAPER_LETTER_OLD_2 5 778#define MSG_TYPE_PAPER_LETTER_OLD_2 5
1142# define MSG_TYPE_PAPER_LETTER_NEW_1 6 779#define MSG_TYPE_PAPER_LETTER_NEW_1 6
1143# define MSG_TYPE_PAPER_LETTER_NEW_2 7 780#define MSG_TYPE_PAPER_LETTER_NEW_2 7
1144# define MSG_TYPE_PAPER_ENVELOPE_1 8 781#define MSG_TYPE_PAPER_ENVELOPE_1 8
1145# define MSG_TYPE_PAPER_ENVELOPE_2 9 782#define MSG_TYPE_PAPER_ENVELOPE_2 9
1146# define MSG_TYPE_PAPER_SCROLL_OLD_1 10 783#define MSG_TYPE_PAPER_SCROLL_OLD_1 10
1147# define MSG_TYPE_PAPER_SCROLL_OLD_2 11 784#define MSG_TYPE_PAPER_SCROLL_OLD_2 11
1148# define MSG_TYPE_PAPER_SCROLL_NEW_1 12 785#define MSG_TYPE_PAPER_SCROLL_NEW_1 12
1149# define MSG_TYPE_PAPER_SCROLL_NEW_2 13 786#define MSG_TYPE_PAPER_SCROLL_NEW_2 13
1150# define MSG_TYPE_PAPER_SCROLL_MAGIC 14 787#define MSG_TYPE_PAPER_SCROLL_MAGIC 14
1151 788
1152/* road signs messages subtypes */ 789/* road signs messages subtypes */
1153# define MSG_TYPE_SIGN_BASIC 1 790#define MSG_TYPE_SIGN_BASIC 1
1154# define MSG_TYPE_SIGN_DIR_LEFT 2 791#define MSG_TYPE_SIGN_DIR_LEFT 2
1155# define MSG_TYPE_SIGN_DIR_RIGHT 3 792#define MSG_TYPE_SIGN_DIR_RIGHT 3
1156# define MSG_TYPE_SIGN_DIR_BOTH 4 793#define MSG_TYPE_SIGN_DIR_BOTH 4
1157 794
1158/* stones and monument messages */ 795/* stones and monument messages */
1159# define MSG_TYPE_MONUMENT_STONE_1 1 796#define MSG_TYPE_MONUMENT_STONE_1 1
1160# define MSG_TYPE_MONUMENT_STONE_2 2 797#define MSG_TYPE_MONUMENT_STONE_2 2
1161# define MSG_TYPE_MONUMENT_STONE_3 3 798#define MSG_TYPE_MONUMENT_STONE_3 3
1162# define MSG_TYPE_MONUMENT_STATUE_1 4 799#define MSG_TYPE_MONUMENT_STATUE_1 4
1163# define MSG_TYPE_MONUMENT_STATUE_2 5 800#define MSG_TYPE_MONUMENT_STATUE_2 5
1164# define MSG_TYPE_MONUMENT_STATUE_3 6 801#define MSG_TYPE_MONUMENT_STATUE_3 6
1165# define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 802#define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
1166# define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 803#define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
1167# define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 804#define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
1168# define MSG_TYPE_MONUMENT_WALL_1 10 805#define MSG_TYPE_MONUMENT_WALL_1 10
1169# define MSG_TYPE_MONUMENT_WALL_2 11 806#define MSG_TYPE_MONUMENT_WALL_2 11
1170# define MSG_TYPE_MONUMENT_WALL_3 12 807#define MSG_TYPE_MONUMENT_WALL_3 12
1171 808
1172/*some readable flags*/ 809/*some readable flags*/
1173 810
1174/* dialog messsage */ 811/* dialog messsage */
1175# define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ 812#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1176# define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ 813#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1177# define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ 814#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1178 815
1179/* admin messages */ 816/* admin messages */
1180# define MSG_TYPE_ADMIN_RULES 1 817#define MSG_TYPE_ADMIN_RULES 1
1181# define MSG_TYPE_ADMIN_NEWS 2 818#define MSG_TYPE_ADMIN_NEWS 2
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
1182 873
1183#endif /* DEFINE_H */ 874#endif /* DEFINE_H */
875

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