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Comparing deliantra/server/include/define.h (file contents):
Revision 1.1.1.3 by elmex, Wed Mar 15 14:04:54 2006 UTC vs.
Revision 1.146 by root, Wed Dec 5 19:31:26 2018 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: define.h,v 1.1.1.3 2006/03/15 14:04:54 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29/* This file is best viewed with a window width of about 100 character */ 26/* This file is best viewed with a window width of about 100 character */
30 27
31/* This file is really too large. With all the .h files 28/* This file is really too large. With all the .h files
32 * around, this file should be better split between them - things 29 * around, this file should be better split between them - things
36 */ 33 */
37 34
38#ifndef DEFINE_H 35#ifndef DEFINE_H
39#define DEFINE_H 36#define DEFINE_H
40 37
41/*
42 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
43 * Thus the prototypes made by cextract don't get included correctly.
44 */
45#if !defined(__STDC__)
46/* Removed # from start of following line. makedepend was picking it up.
47 * The following should still hopefully result in an error.
48 */
49error - Your ANSI C compiler should be defining __STDC__;
50#endif
51
52#ifndef WIN32 /* ---win32 exclude unix configuration part */
53#include <autoconf.h> 38#include <autoconf.h>
54#endif
55 39
56#define FONTDIR "" 40#define FONTDIR ""
57#define FONTNAME "" 41#define FONTNAME ""
58 42
59/* Decstations have trouble with fabs()... */
60#define FABS(x) ((x)<0?-(x):(x))
61
62#ifdef __NetBSD__ 43#ifdef __NetBSD__
63#include <sys/param.h> 44# include <sys/param.h>
64#endif 45#endif
65#ifndef MIN
66#define MIN(x,y) ((x)<(y)?(x):(y))
67#endif
68#ifndef MAX
69#define MAX(x,y) ((x)>(y)?(x):(y))
70#endif
71 46
72/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 47#define MAXNUMLEVELS 256 // maximum number of levels possible
73#ifndef NAME_MAX 48#define MAXLEVEL_TREASURE 115 // for treasure calculations only
74#define NAME_MAX 255
75#endif
76 49
77/* MAX3 is basically like MAX, but instead does 3 values. */ 50// maximum length of an object name in the protocol
78#ifndef MAX3 51#define NAME_LEN 127
79#define MAX3(x,y, z) (MAX(x, MAX(y,z)))
80#endif
81 52
82/* MIN3 is basically like MIN, but instead does 3 values. */
83#ifndef MIN3
84#define MIN3(x,y, z) (MIN(x, MIN(y,z)))
85#endif
86
87#define MAX_STAT 30 /* The maximum legal value of any stat */ 53#define MAX_STAT 30 /* The maximum legal value of any stat */
88#define MIN_STAT 1 /* The minimum legal value of any stat */ 54#define MIN_STAT 1 /* The minimum legal value of any stat */
89 55
56#define MAX_FOOD 999
57
58//TODO: not only use more reasonable values, also enforce them
59#define MIN_WC -120
60#define MAX_WC 120
61#define MIN_AC -120
62#define MAX_AC 120
63#define MIN_DAM 0
64#define MAX_DAM 200
65#define MIN_DIGESTION -35
66#define MAX_DIGESTION 70
67
90#define MAX_BUF 256 /* Used for all kinds of things */ 68#define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */
91#define VERY_BIG_BUF 1024
92#define HUGE_BUF 4096 /* Used for messages - some can be quite long */
93#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
94
95#define FONTSIZE 3000 /* Max chars in font */
96
97#define MAX_ANIMATIONS 256
98 69
99#define MAX_NAME 48 70#define MAX_NAME 48
100#define BIG_NAME 32
101#define MAX_EXT_TITLE 98
102 71
103/* Fatal variables: */ 72#define ATTUNE_REPELL 16 // levels diff for attune/repell
104#define OUT_OF_MEMORY 0
105#define MAP_ERROR 1
106#define ARCHTABLE_TOO_SMALL 2
107#define TOO_MANY_ERRORS 3
108 73
109/* TYPE DEFINES */ 74/* TYPE DEFINES */
75
110/* Only add new values to this list if somewhere in the program code, 76/* Only add new values to this list if somewhere in the program code,
111 * it is actually needed. Just because you add a new monster does not 77 * it is actually needed. Just because you add a new monster does not
112 * mean it has to have a type defined here. That only needs to happen 78 * mean it has to have a type defined here. That only needs to happen
113 * if in some .c file, it needs to do certain special actions based on 79 * if in some .c file, it needs to do certain special actions based on
114 * the monster type, that can not be handled by any of the numerous 80 * the monster type, that can not be handled by any of the numerous
115 * flags 81 * flags
116 * Also, if you add new entries, try and fill up the holes in this list. 82 * Also, if you add new entries, try and fill up the holes in this list.
117 * Additionally, when you add a new entry, include it in the table in item.c 83 * Additionally, when you add a new entry, include it in the table in item.c
118 */ 84 */
119 85
120/* type 0 will be undefined and shows a non valid type information */ 86/* USED TYPES: (for dead types please look at the bottom of the type
87 * definitions)
88 */
121 89
122#define PLAYER 1 90/* type 0 objects have the default behaviour */
123#define TRANSPORT 2 /* see doc/Developers/objects */ 91
124#define ROD 3 92#define PLAYER 1
93#define TRANSPORT 2 /* see pod/objects.pod */
94#define ROD 3
125#define TREASURE 4 95#define TREASURE 4
126#define POTION 5 96#define POTION 5
127#define FOOD 6 97#define FOOD 6
128#define POISON 7 98#define POISON 7
129#define BOOK 8 99#define BOOK 8
130#define CLOCK 9 100#define CLOCK 9
131/*#define FBULLET 10 */ 101#define VEIN 10 // deliantra: mineral/ore/whatever vein
132/*#define FBALL 11 */ 102#define RANGED 11 // deliantra: other range item (skill based)
133#define LIGHTNING 12 103#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
134#define ARROW 13 104#define ARROW 13
135#define BOW 14 105#define BOW 14
136#define WEAPON 15 106#define WEAPON 15
137#define ARMOUR 16 107#define ARMOUR 16
138#define PEDESTAL 17 108#define PEDESTAL 17
139#define ALTAR 18 109#define ALTAR 18
140/*#define CONFUSION 19 */ 110#define T_MATCH 19
141#define LOCKED_DOOR 20 111#define LOCKED_DOOR 20
142#define SPECIAL_KEY 21 112#define SPECIAL_KEY 21
143#define MAP 22 113#define MAP 22
144#define DOOR 23 114#define DOOR 23
145#define KEY 24 115#define KEY 24
146/*#define MMISSILE 25 */ 116#define PHYSICS 25 // deliantra: "things that move"
147#define TIMED_GATE 26 117#define TIMED_GATE 26
148#define TRIGGER 27 118#define TRIGGER 27
149#define GRIMREAPER 28 119#define GRIMREAPER 28
150#define MAGIC_EAR 29 120#define MAGIC_EAR 29
151#define TRIGGER_BUTTON 30 121#define TRIGGER_BUTTON 30
152#define TRIGGER_ALTAR 31 122#define TRIGGER_ALTAR 31
153#define TRIGGER_PEDESTAL 32 123#define TRIGGER_PEDESTAL 32
154#define SHIELD 33 124#define SHIELD 33
155#define HELMET 34 125#define HELMET 34
156#define HORN 35 126#define HORN 35
157#define MONEY 36 127#define MONEY 36
158#define CLASS 37 /* object for applying character class modifications to someone */ 128#define CLASS 37 /* object for applying character class modifications to someone */
159#define GRAVESTONE 38 129#define GRAVESTONE 38
160#define AMULET 39 130#define AMULET 39
161#define PLAYERMOVER 40 131#define PLAYERMOVER 40
162#define TELEPORTER 41 132#define TELEPORTER 41
163#define CREATOR 42 133#define CREATOR 42
164#define SKILL 43 /* also see SKILL_TOOL (74) below */ 134#define SKILL 43 /* also see SKILL_TOOL (74) below */
165#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 135#define IDENTIFY_ALTAR 44
166 /* experience for broad skill categories. This value */
167 /* is now automatically converteed at load time. */
168#define EARTHWALL 45 136#define EARTHWALL 45
169#define GOLEM 46 137#define GOLEM 46
170/*#define BOMB 47 */ 138#define DEEP_SWAMP 47
171#define THROWN_OBJ 48 139#define THROWN_OBJ 48
172#define BLINDNESS 49 140#define BLINDNESS 49
173#define GOD 50 141#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 142#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 143 * which notices the presense of
177 /* another object and is triggered */ 144 * another object and is triggered
178 /* like buttons. */ 145 * like buttons.
146 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 147#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 148 * force into a player with a specified string WHEN TRIGGERED.
149 */
181#define DEAD_OBJECT 53 150#define DEAD_OBJECT 53
182#define DRINK 54 151#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 152#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 153 * force into a player with a specified string.
154 */
185#define HOLY_ALTAR 56 155#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 156#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 157#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 158
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 159#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 160 * a monster into a peaceful being incapable of attack.
191#define GEM 60 161 */
192/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ 162#define GEM 60
163#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
193#define FIREWALL 62 164#define FIREWALL 62
194#define ANVIL 63 165#define ANVIL 63
195#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 166#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
196#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 167#define MOOD_FLOOR 65 /*
197 * values of last_sp set how to change: 168 * values of last_sp set how to change:
198 * 0 = furious, all monsters become aggressive 169 * 0 = furious, all monsters become aggressive
199 * 1 = angry, all but friendly become aggressive 170 * 1 = angry, all but friendly become aggressive
200 * 2 = calm, all aggressive monsters calm down 171 * 2 = calm, all aggressive monsters calm down
201 * 3 = sleep, all monsters fall asleep 172 * 3 = sleep, all monsters fall asleep
202 * 4 = charm, monsters become pets */ 173 * 4 = charm, monsters become pets
203#define EXIT 66 174 * 5 = destroy monsters
175 * 6 = destroy pets / friendlies
176 */
177#define EXIT 66
204#define ENCOUNTER 67 178#define ENCOUNTER 67
205#define SHOP_FLOOR 68 179#define SHOP_FLOOR 68
206#define SHOP_MAT 69 180#define SHOP_MAT 69
207#define RING 70 181#define RING 70
208#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 182//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
209#define FLESH 72 /* animal 'body parts' -b.t. */ 183#define FLESH 72 /* animal 'body parts' -b.t. */
210#define INORGANIC 73 /* metals and minerals */ 184#define INORGANIC 73 /* metals and minerals */
211#define SKILL_TOOL 74 /* Allows the use of a skill */ 185#define SKILL_TOOL 74 /* Allows the use of a skill */
212#define LIGHTER 75 186#define LIGHTER 75
213 187//76
214/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 188#define BUILDABLE_WALL 77 /* this is a buildable wall */
215 * types are not used in any archetypes, and should perhaps be removed. 189//78
216 */
217#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
218
219#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
220#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
221#define MISC_OBJECT 79 /* misc. objects are for objects without a function 190#define MISC_OBJECT 79 /* misc. objects are for objects without a function
222 in the engine. Like statues, clocks, chairs,... 191 in the engine. Like statues, clocks, chairs,...
223 If perhaps we create a function where we can sit 192 If perhaps we create a function where we can sit
224 on chairs, we create a new type and remove all 193 on chairs, we create a new type and remove all
225 chairs from here. */ 194 chairs from here. */
226#define MONSTER 80 /* yes, thats a real, living creature */ 195//80
227#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 196#define TORCH 81 /* a torch */
228#define LAMP 82 /* a lamp */ 197#define LAMP 82 /* a lamp */
229#define DUPLICATOR 83 /* duplicator/multiplier object */ 198#define DUPLICATOR 83 /* duplicator/multiplier object */
230#define TOOL 84 /* a tool for building objects */ 199//84
231#define SPELLBOOK 85 200#define SPELLBOOK 85
232#define BUILDFAC 86 /* facilities for building objects */ 201//86
233#define CLOAK 87 202#define CLOAK 87
234/*#define CONE 88 */ 203#define MAPSCRIPT 88 /* A perl-scripted connectable */
235/*#define AURA 89 *//* aura spell object */ 204#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
236 205 potions, alchemy, or magic works here (elmex) */
237#define SPINNER 90 206#define SPINNER 90
238#define GATE 91 207#define GATE 91
239#define BUTTON 92 208#define BUTTON 92
240#define CF_HANDLE 93 209#define T_HANDLE 93
241#define HOLE 94 210#define HOLE 94
242#define TRAPDOOR 95 211#define TRAPDOOR 95
243/*#define WORD_OF_RECALL 96 */ 212#define RUNE 96
244/*#define PARAIMAGE 97 */ 213#define TRAP 97
245#define SIGN 98 214#define SIGN 98
246#define BOOTS 99 215#define BOOTS 99
247#define GLOVES 100 216#define GLOVES 100
248#define SPELL 101 217#define SPELL 101
249#define SPELL_EFFECT 102 218#define SPELL_EFFECT 102
250#define CONVERTER 103 219#define CONVERTER 103
251#define BRACERS 104 220#define BRACERS 104
252#define POISONING 105 221#define POISONING 105
253#define SAVEBED 106 222#define SAVEBED 106
254#define POISONCLOUD 107 223#define DISEASE 107
255#define FIREHOLES 108 224#define SYMPTOM 108
256#define WAND 109 225#define WAND 109
257/*#define ABILITY 110*/ 226#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
258#define SCROLL 111 227#define SCROLL 111
259#define DIRECTOR 112 228#define DIRECTOR 112
260#define GIRDLE 113 229#define GIRDLE 113
261#define FORCE 114 230#define FORCE 114
262#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 231#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
263#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 232#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
233#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
234#define POWER_CRYSTAL 118
235#define CORPSE 119
236//120
264#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 237#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
265#define CONTAINER 122 238#define CONTAINER 122
266#define ARMOUR_IMPROVER 123 239#define ARMOUR_IMPROVER 123
267#define WEAPON_IMPROVER 124 240#define WEAPON_IMPROVER 124
268
269/* unused: 125 - 129
270 * type 125 was MONEY_CHANGER
271 */
272#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/
273#define DEEP_SWAMP 138
274#define IDENTIFY_ALTAR 139
275/*#define CANCELLATION 141*/ /* not used with new spell code */
276#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
277/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
278/*#define SWARM_SPELL 153*/
279#define RUNE 154
280#define TRAP 155
281
282#define POWER_CRYSTAL 156
283#define CORPSE 157
284
285#define DISEASE 158
286#define SYMPTOM 159
287
288#define BUILDER 160 /* Generic item builder, see subtypes */ 241#define BUILDER 125 /* Generic item builder, see subtypes */
289#define MATERIAL 161 /* Material for building */ 242#define MATERIAL 126 /* Material for building */
290/* #define GPS 162 Ground positionning system, moved to Python plugin */ 243
291#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 244#define NUM_TYPES 127 // must be max(type) + 1
292#define QUEST 164 /* See below for subtypes */ 245
293/* END TYPE DEFINE */ 246/* END TYPE DEFINE */
294 247
248typedef std::bitset<NUM_TYPES> typeset;
249
250/* These are the items that currently can change digestion, regeneration,
251 * spell point recovery and mana point recovery. Seems sort of an arbitary
252 * list, but other items store other info into stats array.
253 * As a special exception, bows use stats.sp for their own purposes.
254 */
255static const struct digest_types : typeset
256{
257 digest_types ()
258 {
259 set (WEAPON);
260 set (BOW);
261 set (ARMOUR);
262 set (HELMET);
263 set (SHIELD);
264 set (RING);
265 set (BOOTS);
266 set (GLOVES);
267 set (AMULET);
268 set (GIRDLE);
269 set (BRACERS);
270 set (CLOAK);
271 set (DISEASE);
272 set (FORCE);
273 set (SKILL);
274 }
275} digest_types;
276
277// maximum supported subtype number + 1, can be increased to 256
278// currently (2007-09) in use: 50
279#define NUM_SUBTYPES 64
280
295/* Subtypes for BUILDER */ 281/* Subtypes for BUILDER */
296#define ST_BD_BUILD 1 /* Builds an item */ 282#define ST_BD_BUILD 1 /* Builds an item */
297#define ST_BD_REMOVE 2 /* Removes an item */ 283#define ST_BD_REMOVE 2 /* Removes an item */
298 284
299/* Subtypes for MATERIAL */ 285/* Subtypes for MATERIAL */
300#define ST_MAT_FLOOR 1 /* Floor */ 286#define ST_MAT_FLOOR 1 /* Floor */
301#define ST_MAT_WALL 2 /* Wall */ 287#define ST_MAT_WALL 2 /* Wall */
302#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 288#define ST_MAT_ITEM 3 /* All other items, including doors & such */
303 289#define ST_MAT_QUAD 4 /* Quad build material */
304/* Subtypes for QUEST */
305#define QUEST_IN_PROGRESS 1
306#define QUEST_DONE_QUEST 2
307#define QUEST_DONE_TASK 3
308#define QUEST_START_QUEST 4
309#define QUEST_END_QUEST 5
310#define QUEST_START_TASK 6
311#define QUEST_END_TASK 7
312#define QUEST_OVERRIDE 8
313#define QUEST_ON_ACTIVATE 9
314 290
315/* definitions for weapontypes */ 291/* definitions for weapontypes */
316 292
317#define WEAP_HIT 0 /* the basic */ 293#define WEAP_HIT 0 /* the basic */
318#define WEAP_SLASH 1 /* slash */ 294#define WEAP_SLASH 1 /* slash */
319#define WEAP_PIERCE 2 /* arrows, stiletto */ 295#define WEAP_PIERCE 2 /* arrows, stiletto */
320#define WEAP_CLEAVE 3 /* axe */ 296#define WEAP_CLEAVE 3 /* axe */
321#define WEAP_SLICE 4 /* katana */ 297#define WEAP_SLICE 4 /* katana */
322#define WEAP_STAB 5 /* knife, dagger */ 298#define WEAP_STAB 5 /* knife, dagger */
323#define WEAP_WHIP 6 /* whips n chains */ 299#define WEAP_WHIP 6 /* whips n chains */
324#define WEAP_CRUSH 7 /* big hammers, flails */ 300#define WEAP_CRUSH 7 /* big hammers, flails */
325#define WEAP_BLUD 8 /* bludgeoning, club, stick */ 301#define WEAP_BLUD 8 /* bludgeoning, club, stick */
326 302
327typedef struct typedata { 303typedef struct typedata
304{
328 int number; 305 int number;
329 const char *name; 306 const char *name;
330 const char *name_pl; 307 const char *name_pl;
331 int identifyskill; 308 int identifyskill;
332 int identifyskill2; 309 int identifyskill2;
333} typedata; 310} typedata;
334 311
335extern const int ItemTypesSize; 312extern const int ItemTypesSize;
336extern typedata ItemTypes[]; 313extern typedata ItemTypes[];
337 314
343#define PU_NOTHING 0x00000000 320#define PU_NOTHING 0x00000000
344 321
345#define PU_DEBUG 0x10000000 322#define PU_DEBUG 0x10000000
346#define PU_INHIBIT 0x20000000 323#define PU_INHIBIT 0x20000000
347#define PU_STOP 0x40000000 324#define PU_STOP 0x40000000
348#define PU_NEWMODE 0x80000000 325#define PU_ENABLE 0x80000000 // used to distinguish value density
349 326
350#define PU_RATIO 0x0000000F 327#define PU_RATIO 0x0000000F
351 328
352#define PU_FOOD 0x00000010 329#define PU_FOOD 0x00000010
353#define PU_DRINK 0x00000020 330#define PU_DRINK 0x00000020
374#define PU_READABLES 0x00400000 351#define PU_READABLES 0x00400000
375#define PU_MAGIC_DEVICE 0x00800000 352#define PU_MAGIC_DEVICE 0x00800000
376 353
377#define PU_NOT_CURSED 0x01000000 354#define PU_NOT_CURSED 0x01000000
378#define PU_JEWELS 0x02000000 355#define PU_JEWELS 0x02000000
356#define PU_FLESH 0x04000000
379 357
380 358
381/* Instead of using arbitrary constants for indexing the 359/* Instead of using arbitrary constants for indexing the
382 * freearr, add these values. <= SIZEOFFREE1 will get you 360 * freearr, add these values. <= SIZEOFFREE1 will get you
383 * within 1 space. <= SIZEOFFREE2 wll get you withing 361 * within 1 space. <= SIZEOFFREE2 wll get you withing
384 * 2 spaces, and the entire array (< SIZEOFFREE) is 362 * 2 spaces, and the entire array (< SIZEOFFREE) is
385 * three spaces 363 * three spaces
386 */ 364 */
365#define SIZEOFFREE0 0
387#define SIZEOFFREE1 8 366#define SIZEOFFREE1 8
388#define SIZEOFFREE2 24 367#define SIZEOFFREE2 24
368#define SIZEOFFREE3 48
389#define SIZEOFFREE 49 369#define SIZEOFFREE 49
390 370
391#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 371#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
392 372
393/* Flag structure now changed. 373/*
394 * Each flag is now a bit offset, starting at zero. The macros
395 * will update/read the appropriate flag element in the object
396 * structure.
397 *
398 * Hopefully, since these offsets are integer constants set at run time,
399 * the compiler will reduce the macros something as simple as the
400 * old system was.
401 *
402 * Flags now have FLAG as the prefix. This to be clearer, and also
403 * to make sure F_ names are not still being used anyplace.
404 *
405 * The macros below assume that the flag size for each element is 32
406 * bits. IF it is smaller, bad things will happen. See structs.h
407 * for more info.
408 *
409 * All functions should use the macros below. In process of converting
410 * to the new system, I find several files that did not use the previous
411 * macros.
412 *
413 * If any FLAG's are or changed, make sure the flag_names structure in 374 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 375 * common/loader.C is updated.
415 * 376 */
416 * flags[0] is 0 to 31
417 * flags[1] is 32 to 63
418 * flags[2] is 64 to 95
419 * flags[3] is 96 to 127
420 */
421/* Basic routines to do above */
422#define SET_FLAG(xyz, p) \
423 ((xyz)->flags[p/32] |= (1U << (p % 32)))
424#define CLEAR_FLAG(xyz, p) \
425 ((xyz)->flags[p/32] &= ~(1U << (p % 32)))
426#define QUERY_FLAG(xyz, p) \
427 ((xyz)->flags[p/32] & (1U << (p % 32)))
428#define COMPARE_FLAGS(p,q) \
429 ( \
430 ((p)->flags[0] == (q)->flags[0]) && \
431 ((p)->flags[1] == (q)->flags[1]) && \
432 ((p)->flags[2] == (q)->flags[2]) && \
433 ((p)->flags[3] == (q)->flags[3]) \
434 )
435/* convenience macros to determine what kind of things we are dealing with */
436
437#define IS_WEAPON(op) \
438 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
439
440#define IS_ARMOR(op) \
441 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
442 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
443 op->type == BRACERS || op->type == GIRDLE)
444
445#define IS_LIVE(op) \
446 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
447 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
448 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
449
450#define IS_ARROW(op) \
451 (op->type==ARROW || \
452 (op->type==SPELL_EFFECT && \
453 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
454
455/* This return TRUE if object has still randomitems which
456 * could be expanded.
457 */
458#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
459 377
460/* the flags */ 378/* the flags */
461 379
462#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 380#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
463#define FLAG_WIZ 1 /* Object has special privilegies */ 381#define FLAG_WIZ 1 /* Object has special privilegies */
464#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 382#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
465#define FLAG_FREED 3 /* Object is in the list of free objects */ 383#define FLAG_FREED 3 /* Object is in the list of free objects */
466#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 384#define FLAG_WIZLOOK 4 /* disable los and lighting */
467#define FLAG_APPLIED 5 /* Object is ready for use by living */ 385#define FLAG_APPLIED 5 /* Object is ready for use by living */
468#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 386#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
469#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ 387#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
470
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 388#define FLAG_NO_PICK 8 /* Object can't be picked up */
472/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 389#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
473/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 390/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
474#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 391#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
475/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
476/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 393/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
394#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
477#define FLAG_MONSTER 14 /* Will attack players */ 395#define FLAG_MONSTER 14 /* Will attack players */
478#define FLAG_FRIENDLY 15 /* Will help players */ 396#define FLAG_FRIENDLY 15 /* Will help players */
479
480#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 397#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
481#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 398#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
482#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ 399#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
483#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 400#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
484#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 401#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
485#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 402#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
486#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 403#define FLAG_CAN_ROLL 22 /* Object can be rolled */
487#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 404#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
488#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 405#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
489/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
490/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
491/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 408/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
492#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ 409#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
493#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ 410#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
494#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ 411#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
495#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ 412#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
496
497/* Start of values in flags[1] */
498#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 413#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
499#define FLAG_HITBACK 33 /* Object will hit back when hit */ 414#define FLAG_HITBACK 33 /* Object will hit back when hit */
500#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ 415#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
501#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ 416#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
502#define FLAG_UNDEAD 36 /* Monster is undead */ 417#define FLAG_UNDEAD 36 /* Monster is undead */
503#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ 418#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
504#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 419#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
505#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 420#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
506
507#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ 421#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
508#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 422#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
509#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 423//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
510#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 424#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
511#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 425#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
512#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 426#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
513 but can still attack at a distance */ 427 but can still attack at a distance */
514/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ 428/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
515 thru this object as if it wasn't there */ 429 thru this object as if it wasn't there */
516/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ 430/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
517
518#define FLAG_PICK_UP 48 /* Can pick up */ 431#define FLAG_PICK_UP 48 /* Can pick up */
519#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 432#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
520#define FLAG_NO_DROP 50 /* Object can't be dropped */ 433#define FLAG_NO_DROP 50 /* Object can't be dropped */
521#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 434#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
522#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ 435#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
523#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ 436#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
524#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 437#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
525#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 438#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
526
527#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ 439#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
528#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ 440#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
529#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 441#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
530#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 442#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
531#define FLAG_READY_BOW 60 /* not implemented yet */ 443#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
532#define FLAG_XRAYS 61 /* X-ray vision */ 444#define FLAG_XRAYS 61 /* X-ray vision */
533#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 445#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
534#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 446#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
535
536/* Start of values in flags[2] */
537#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 447#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
538#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 448#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
539#define FLAG_SLEEP 66 /* NPC is sleeping */ 449#define FLAG_SLEEP 66 /* NPC is sleeping */
540#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 450#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
541#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 451#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
542#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 452#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
543#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 453#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
544#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 454#define FLAG_STEALTH 71 /* Will wake monsters with less range */
545
546#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 455#define FLAG_WIZPASS 72 /* The wizard can go through walls */
547#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 456#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
548#define FLAG_CURSED 74 /* The object is cursed */ 457#define FLAG_CURSED 74 /* The object is cursed */
549#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 458#define FLAG_DAMNED 75 /* The object is _very_ cursed */
550#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 459#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
551#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 460#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
552#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 461#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
553#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 462#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
554
555#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 463#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
556#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 464#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
557#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 465#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
558/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 466#define FLAG_PRECIOUS 83 // object is precious (pets)
559#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 467#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
560#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ 468#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
561#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ 469#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
562#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 470#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
563
564#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 471#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
565#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 472#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
566#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 473#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
567#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 474#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
568#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 475#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
569#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 476#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
570#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 477#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
571/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 478/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
572
573/* Start of values in flags[3] */
574#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 479#define FLAG_NO_STEAL 96 /* Item can't be stolen */
575#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 480#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
576 * away (replaces ghosthit) 481 * away (replaces ghosthit)
577 */ 482 */
578#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 483#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
579 * detect cases were the server is trying 484
580 * to send an upditem when we have not
581 * actually sent the item.
582 */
583
584#define FLAG_BERSERK 99 /* monster will attack closest living 485#define FLAG_BERSERK 99 /* monster will attack closest living
585 object */ 486 object */
586#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 487#define FLAG_NEUTRAL 100 /* monster is from type neutral */
587#define FLAG_NO_ATTACK 101 /* monster don't attack */ 488#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
588#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 489#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
589#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 490#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
590 * load_original_map() */ 491 * load_original_map() */
591#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 492#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
592 * the overlay, and is not subject to
593 * decay. */
594#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 493#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
595#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 494#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
596#define FLAG_IS_WATER 107 495#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
597#define FLAG_CONTENT_ON_GEN 108 496#define FLAG_CONTENT_ON_GEN 108
598#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ 497#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
599#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 498#define FLAG_IS_BUILDABLE 110 /* Can build on item */
600#define FLAG_AFK 111 /* Player is AFK */ 499#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
500#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
501#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
502 * (for the quads world for instance)
503 */
504
505// temporary assignments
506#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
507
601#define NUM_FLAGS 111 /* Should always be equal to the last 508#define NUM_FLAGS 115 /* Should always be equal to the last
602 * defined flag. If you change this, 509 * defined flag + 1.
603 * make sure you update the flag_links
604 * in common/loader.l
605 */ 510 */
606
607/* Values can go up to 127 before the size of the flags array in the
608 * object structure needs to be enlarged.
609 * So there are 18 available flags slots
610 */
611
612
613#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
614
615#if 0
616/* These should no longer be needed - access move_slow_penalty
617 * directly.
618 */
619#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
620#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
621#endif
622 511
623/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
624 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
625 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
626 */ 515 */
627#define MOVE_WALK 0x1 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
628#define MOVE_FLY_LOW 0x2 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
629#define MOVE_FLY_HIGH 0x4 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
519#define MOVE_SWIM 0x08 /* Swimming object */
520#define MOVE_BOAT 0x10 /* Boats/sailing */
521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
522
630#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ 523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
631#define MOVE_SWIM 0x8 /* Swimming object */
632#define MOVE_BOAT 0x10 /* Boats/sailing */
633#define MOVE_ALL 0x1f /* Mask of all movement types */ 524#define MOVE_ALL 0x3f /* Mask of all movement types */
634
635/* the normal assumption is that objects are walking/flying.
636 * So often we don't want to block movement, but still don't want
637 * to allow all types (swimming is rather specialized) - I also
638 * expect as more movement types show up, this is likely to get
639 * updated. Basically, this is the default for spaces that allow
640 * movement - anything but swimming right now. If you really
641 * want nothing at all, then can always set move_block to 0
642 */
643#define MOVE_BLOCK_DEFAULT MOVE_SWIM
644 525
645/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
646 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
647 * uint8 is defined yet, so just use what that would define it
648 * at anyways.
649 */ 528 */
650typedef unsigned char MoveType; 529typedef unsigned char MoveType;
651 530
652/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 531/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
653 * Basically, ob2 has to block all of ob1 movement types. 532 * Basically, ob2 has to block all of ob1 movement types.
654 */ 533 */
655#define OB_MOVE_BLOCK(ob1, ob2) \ 534#define OB_MOVE_BLOCK(ob1, ob2) \
657 536
658/* Basic macro to see if if ob1 can not move onto a space based 537/* Basic macro to see if if ob1 can not move onto a space based
659 * on the 'type' move_block parameter 538 * on the 'type' move_block parameter
660 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
661 * onto it. 540 * onto it.
662 * 541 *
663 */ 542 */
664#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
665 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
666 545
667
668#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
669#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
670#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
671
672/* Note: These values are only a default value, resizing can change them */
673#define INV_SIZE 12 /* How many items can be viewed in inventory */
674#define LOOK_SIZE 6 /* ditto, but for the look-window */
675#define MAX_INV_SIZE 40 /* For initializing arrays */
676#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
677
678#define EDITABLE(xyz) ((xyz)->arch->editable)
679
680#define E_MONSTER 0x00000001
681#define E_EXIT 0x00000002
682#define E_TREASURE 0x00000004
683#define E_BACKGROUND 0x00000008
684#define E_DOOR 0x00000010
685#define E_SPECIAL 0x00000020
686#define E_SHOP 0x00000040
687#define E_NORMAL 0x00000080
688#define E_FALSE_WALL 0x00000100
689#define E_WALL 0x00000200
690#define E_EQUIPMENT 0x00000400
691#define E_OTHER 0x00000800
692#define E_ARTIFACT 0x00001000
693 547
694#define EXIT_PATH(xyz) (xyz)->slaying 548#define EXIT_PATH(xyz) (xyz)->slaying
695#define EXIT_LEVEL(xyz) (xyz)->stats.food 549#define EXIT_LEVEL(xyz) (xyz)->stats.food
696#define EXIT_X(xyz) (xyz)->stats.hp 550#define EXIT_X(xyz) (xyz)->stats.hp
697#define EXIT_Y(xyz) (xyz)->stats.sp 551#define EXIT_Y(xyz) (xyz)->stats.sp
698#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 552#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
699#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 553#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
700 554
701/* for use by the lighting code */ 555/* for use by the lighting code */
702#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really 556#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
703 * large values allow objects that can 557 * large values allow objects that can
704 * slow down the game */ 558 * slow down the game */
705#define MAX_DARKNESS 5 /* maximum map darkness, there is no 559#define MAX_DARKNESS 5 /* maximum map darkness, there is no
706 * practical reason to exceed this */ 560 * practical reason to exceed this */
561#define LOS_MAX 4 /* max. los value for non-blocked spaces */
562#define LOS_BLOCKED 100 /* fully blocked spaces */
707#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 563#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
708 MAX_LIGHT_RADII:(xyz)->glow_radius; 564 MAX_LIGHT_RADII : (xyz)->glow_radius;
565// player position in blocked_los code
566#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568
709 569
710#define F_BUY 0 570#define F_BUY 0
711#define F_SELL 1 571#define F_SELL 1
712#define F_TRUE 2 /* True value of item, unadjusted */ 572#define F_TRUE 2 /* True value of item, unadjusted */
713#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 573#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
714#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ 574#define F_IDENTIFIED 8 /* flag to calculate value of identified item */
715#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ 575#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */
716#define F_APPROX 32 /* flag to give a guess of item value */ 576#define F_APPROX 32 /* flag to give a guess of item value */
717#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
718 578
719#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)]
720#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)]
721
722#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
723#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
724 581
725#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
726#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
727#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
728 585
729/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 586/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
730 each of them signed char, concatenated in a int16 */ 587 each of them signed char, concatenated in a int16 */
731#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 588#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
732#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 589#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
733#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 590#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
591
734#define FIRE_DIRECTIONAL 0 592#define FIRE_DIRECTIONAL 0
735#define FIRE_POSITIONAL 1 593#define FIRE_POSITIONAL 1
736 594
737/******************************************************************************/ 595/******************************************************************************/
738/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 596/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
761#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 619#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
762#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 620#define ALLRUN 6 /* always run never attack good for sim. of weak player */
763#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 621#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
764#define WAIT2 8 /* monster does not try to move towards player if far */ 622#define WAIT2 8 /* monster does not try to move towards player if far */
765 /* maintains comfortable distance */ 623 /* maintains comfortable distance */
624
766#define PETMOVE 16 /* if the upper four bits of attack_movement */ 625#define PETMOVE 16 /* if the upper four bits of attack_movement */
767 /* are set to this number, the monster follows a player */ 626 /* are set to this number, the monster follows a player */
768 /* until the owner calls it back or off */ 627 /* until the owner calls it back or off */
769 /* player followed denoted by 0b->owner */ 628 /* player followed denoted by 0b->owner */
770 /* the monster will try to attack whatever the player is */ 629 /* the monster will try to attack whatever the player is */
772 /* calls off the monster - a key command will be */ 631 /* calls off the monster - a key command will be */
773 /* inserted to do so */ 632 /* inserted to do so */
774#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 633#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
775 /* are set to this number, the monster will move in a */ 634 /* are set to this number, the monster will move in a */
776 /* circle until it is attacked, or the enemy field is */ 635 /* circle until it is attacked, or the enemy field is */
777 /* set, this is good for non-aggressive monsters and NPC */ 636 /* set, this is good for non-aggressive monsters and NPC */
778#define CIRCLE2 48 /* same as above but a larger circle is used */ 637#define CIRCLE2 48 /* same as above but a larger circle is used */
779#define PACEH 64 /* The Monster will pace back and forth until attacked */ 638#define PACEH 64 /* The Monster will pace back and forth until attacked */
780 /* this is HORIZONTAL movement */ 639 /* this is HORIZONTAL movement */
781#define PACEH2 80 /* the monster will pace as above but the length of the */ 640#define PACEH2 80 /* the monster will pace as above but the length of the */
782 /* pace area is longer and the monster stops before */ 641 /* pace area is longer and the monster stops before */
793 /* changing directions */ 652 /* changing directions */
794 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
795#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
796#define HI4 240 655#define HI4 240
797 656
798/*
799 * Use of the state-variable in player objects:
800 */
801
802#define ST_PLAYING 0
803#define ST_PLAY_AGAIN 1
804#define ST_ROLL_STAT 2
805#define ST_CHANGE_CLASS 3
806#define ST_CONFIRM_QUIT 4
807#define ST_CONFIGURE 5
808#define ST_GET_NAME 6
809#define ST_GET_PASSWORD 7
810#define ST_CONFIRM_PASSWORD 8
811#define ST_GET_PARTY_PASSWORD 10
812
813#define BLANK_FACE_NAME "blank.111" 657#define BLANK_FACE_NAME "blank.x11"
814#define EMPTY_FACE_NAME "empty.111" 658#define EMPTY_FACE_NAME "empty.x11"
815#define DARK_FACE1_NAME "dark1.111" 659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
816#define DARK_FACE2_NAME "dark2.111"
817#define DARK_FACE3_NAME "dark3.111"
818#define SMOOTH_FACE_NAME "default_smoothed.111"
819 660
820/* 661/*
821 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
822 */ 663 */
823 664
824#define PREFER_HIGH 1 665#define PREFER_HIGH 1
825#define PREFER_LOW 0 666#define PREFER_LOW 0
826 667
827/* Simple function we use below to keep adding to the same string 668/* Flags for apply_special() */
828 * but also make sure we don't overwrite that string. 669enum apply_flag
829 */
830static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen)
831{ 670{
832 if (*curlen == (maxlen-1)) return;
833 strncpy(dest+*curlen, orig, maxlen-*curlen-1);
834 dest[maxlen-1]=0;
835 *curlen += strlen(orig);
836 if (*curlen>(maxlen-1)) *curlen=maxlen-1;
837}
838
839
840/* The SAFE versions of these call the safe_strcat function above.
841 * Ideally, all functions should use the SAFE functions, but they
842 * require some extra support in the calling function to remain as
843 * efficient.
844 */
845#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
846 if(variable) { \
847 int i,j=0; \
848 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
849 for(i=0; i<NROFATTACKS; i++) \
850 if(variable & (1<<i)) { \
851 if (j) \
852 safe_strcat(retbuf,", ", len, maxlen); \
853 else \
854 j = 1; \
855 safe_strcat(retbuf, attacks[i], len, maxlen); \
856 } \
857 safe_strcat(retbuf,")",len,maxlen); \
858 }
859
860
861/* separated this from the common/item.c file. b.t. Dec 1995 */
862
863#define DESCRIBE_ABILITY(retbuf, variable, name) \
864 if(variable) { \
865 int i,j=0; \
866 strcat(retbuf,"(" name ": "); \
867 for(i=0; i<NROFATTACKS; i++) \
868 if(variable & (1<<i)) { \
869 if (j) \
870 strcat(retbuf,", "); \
871 else \
872 j = 1; \
873 strcat(retbuf, attacks[i]); \
874 } \
875 strcat(retbuf,")"); \
876 }
877
878
879#define DESCRIBE_PATH(retbuf, variable, name) \
880 if(variable) { \
881 int i,j=0; \
882 strcat(retbuf,"(" name ": "); \
883 for(i=0; i<NRSPELLPATHS; i++) \
884 if(variable & (1<<i)) { \
885 if (j) \
886 strcat(retbuf,", "); \
887 else \
888 j = 1; \
889 strcat(retbuf, spellpathnames[i]); \
890 } \
891 strcat(retbuf,")"); \
892 }
893
894
895#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
896 if(variable) { \
897 int i,j=0; \
898 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
899 for(i=0; i<NRSPELLPATHS; i++) \
900 if(variable & (1<<i)) { \
901 if (j) \
902 safe_strcat(retbuf,", ", len, maxlen); \
903 else \
904 j = 1; \
905 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
906 } \
907 safe_strcat(retbuf,")", len, maxlen); \
908 }
909
910/* Flags for apply_special() */
911enum apply_flag {
912 /* Basic flags, always use one of these */ 671 /* Basic flags/mode, always use one of these */
913 AP_NULL = 0, 672 AP_TOGGLE = 0,
914 AP_APPLY = 1, 673 AP_APPLY = 0x01,
915 AP_UNAPPLY = 2, 674 AP_UNAPPLY = 0x02,
916 675 AP_MODE = 0x03,
917 AP_BASIC_FLAGS = 15,
918 676
919 /* Optional flags, for bitwise or with a basic flag */ 677 /* Optional flags, for bitwise or with a basic flag */
920 AP_NO_MERGE = 16, 678 AP_NO_MERGE = 0x10,
921 AP_IGNORE_CURSE = 32, 679 AP_IGNORE_CURSE = 0x20,
922 AP_PRINT = 64 /* Print what to do, don't actually do it */ 680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
923 /* Note this is supported in all the functions */ 681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
924
925}; 682};
926 683
927/* Bitmask values for 'can_apply_object()' return values. 684/* Bitmask values for 'can_apply_object()' return values.
928 * the CAN_APPLY_ prefix is to just note what function the 685 * the CAN_APPLY_ prefix is to just note what function the
929 * are returned from. 686 * are returned from.
948 * this one can be applied. Think of rings - human is wearing two 705 * this one can be applied. Think of rings - human is wearing two
949 * rings and tries to apply one - there are two possible rings he 706 * rings and tries to apply one - there are two possible rings he
950 * could remove. 707 * could remove.
951 * 708 *
952 */ 709 */
953#define CAN_APPLY_NEVER 0x1 710#define CAN_APPLY_NEVER 0x01
954#define CAN_APPLY_RESTRICTION 0x2 711#define CAN_APPLY_RESTRICTION 0x02
955#define CAN_APPLY_NOT_MASK 0xf 712#define CAN_APPLY_NOT_MASK 0x0f
713
956#define CAN_APPLY_UNAPPLY 0x10 714#define CAN_APPLY_UNAPPLY 0x10
957#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
958#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
959 717
960/* Cut off point of when an object is put on the active list or not */ 718// Cut off point of when an object is put on the active list or not
719// we use 2**-n because that can be represented exactly
720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
724
725/* have mercy on players and guarantee a somewhat higher speed */
961#define MIN_ACTIVE_SPEED 0.00001 726#define MIN_PLAYER_SPEED 0.04f
962 727
963/*
964 * random() is much better than rand(). If you have random(), use it instead.
965 * You shouldn't need to change any of this
966 *
967 * 0.93.3: It looks like linux has random (previously, it was set below
968 * to use rand). Perhaps old version of linux lack rand? IF you run into
969 * problems, add || defined(__linux__) the #if immediately below.
970 *
971 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
972 * here.
973 */
974
975#ifdef HAVE_SRANDOM
976#define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz)
978#else
979# ifdef HAVE_SRAND48
980# define RANDOM() lrand48()
981# define SRANDOM(xyz) srand48(xyz)
982# else
983# ifdef HAVE_SRAND
984# define RANDOM() rand()
985# define SRANDOM(xyz) srand(xyz)
986# else
987# error "Could not find a usable random routine"
988# endif
989# endif
990#endif
991
992/* Returns the weight of the given object. Note: it does not take the number of
993 * items (nrof) into account.
994 */
995#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
996
997
998/* Code fastening defines
999 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
1000 * buf__ and increment buf__ position so it will point to the end of buf__.
1001 * the '\0' caracter will not be put at end of buf__.
1002 * use preparefastcat and finishfastcat on buf__ to prepare
1003 * and clean up the string. (Lots faster than doing each time...)
1004 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1005 * keep in mind FAST_STRNCAT is faster since length of second argument is
1006 * kown in advance.
1007 */
1008
1009 #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1010 #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1011 #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1012 #define FINISH_FASTCAT(buf__) buf__[0]='\0';
1013
1014 /* You may uncomment following define to check sanity of code.
1015 * But use as debug only (loses all speed gained by those macros)
1016 */
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019
1020
1021
1022
1023
1024
1025
1026/* 728/*
1027 * Warning! 729 * Warning!
1028 * If you add message types here, don't forget 730 * If you add message types here, don't forget
1029 * to keep the client up to date too! 731 * to keep the client up to date too!
1030 */ 732 */
1031 733
1032
1033/* message types */ 734/* message types */
1034#define MSG_TYPE_BOOK 1 735#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 736#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 737#define MSG_TYPE_PAPER 3
1037#define MSG_TYPE_SIGN 4 738#define MSG_TYPE_SIGN 4
1107#define MSG_TYPE_MONUMENT_WALL_3 12 808#define MSG_TYPE_MONUMENT_WALL_3 12
1108 809
1109/*some readable flags*/ 810/*some readable flags*/
1110 811
1111/* dialog messsage */ 812/* dialog messsage */
1112#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ 813#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */
1113#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ 814#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */
1114#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ 815#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */
1115 816
1116/* admin messages */ 817/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 818#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 819#define MSG_TYPE_ADMIN_NEWS 2
1119 820
821/**
822 * Maximum distance a player may hear a sound from.
823 * This is only used for client/server sound and say. If the sound source
824 * on the map is farther away than this, we don't sent it to the client.
825 */
826#define MAX_SOUND_DISTANCE 16
827
828#define LOG_CHANNEL "log" // the plain and ugly standard server log
829#define INFO_CHANNEL "info" // lower_left box
830#define SAY_CHANNEL "say"
831#define CHAT_CHANNEL "chat"
832#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
833
834/* The following are the color flags passed to new_draw_info.
835 *
836 * We also set up some control flags
837 *
838 * NDI = New Draw Info
839 */
840
841/* Color specifications - note these match the order in xutil.c */
842/* Note 2: Black, the default color, is 0. Thus, it does not need to
843 * be implicitly specified.
844 */
845#define NDI_BLACK 0
846#define NDI_WHITE 1
847#define NDI_NAVY 2
848#define NDI_RED 3
849#define NDI_ORANGE 4
850#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
851#define NDI_DK_ORANGE 6 /* DarkOrange2 */
852#define NDI_GREEN 7 /* SeaGreen */
853#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
854 /* Than seagreen - also background color */
855#define NDI_GREY 9
856#define NDI_BROWN 10 /* Sienna */
857#define NDI_GOLD 11
858#define NDI_TAN 12 /* Khaki */
859
860#define NDI_MAX_COLOR 12 /* Last value in */
861#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
862 /* using an int anyways, so we have the space */
863 /* to still do all the flags */
864
865#define NDI_REPLY 0x20 // is a direct reply to a user command
866#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
867#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
868#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
869
870#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
871#define NDI_ALL 0x2000 /* Inform all players of this message */
872#define NDI_DEF 0x4000 // ignore colour for channel protocol
873#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
874
1120#endif /* DEFINE_H */ 875#endif /* DEFINE_H */
876

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