--- deliantra/server/include/define.h 2006/09/11 12:08:01 1.9 +++ deliantra/server/include/define.h 2018/12/05 19:31:26 1.146 @@ -1,31 +1,28 @@ /* - * static char *rcsid_define_h = - * "$Id$"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - /* This file is best viewed with a window width of about 100 character */ /* This file is really too large. With all the .h files @@ -38,75 +35,44 @@ #ifndef DEFINE_H #define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -#if !defined(__STDC__) -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -#endif - -#ifndef WIN32 /* ---win32 exclude unix configuration part */ #include -#endif #define FONTDIR "" #define FONTNAME "" -/* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) - #ifdef __NetBSD__ -#include -#endif -#ifndef MIN -#define MIN(x,y) ((x)<(y)?(x):(y)) -#endif -#ifndef MAX -#define MAX(x,y) ((x)>(y)?(x):(y)) -#endif - -/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ -#ifndef NAME_MAX -#define NAME_MAX 255 -#endif - -/* MAX3 is basically like MAX, but instead does 3 values. */ -#ifndef MAX3 -#define MAX3(x,y, z) (MAX(x, MAX(y,z))) +# include #endif -/* MIN3 is basically like MIN, but instead does 3 values. */ -#ifndef MIN3 -#define MIN3(x,y, z) (MIN(x, MIN(y,z))) -#endif +#define MAXNUMLEVELS 256 // maximum number of levels possible +#define MAXLEVEL_TREASURE 115 // for treasure calculations only -#define MAX_STAT 30 /* The maximum legal value of any stat */ -#define MIN_STAT 1 /* The minimum legal value of any stat */ +// maximum length of an object name in the protocol +#define NAME_LEN 127 -#define MAX_BUF 1024 /* Used for all kinds of things */ -#define VERY_BIG_BUF 2048 -#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ -#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ +#define MAX_STAT 30 /* The maximum legal value of any stat */ +#define MIN_STAT 1 /* The minimum legal value of any stat */ -#define FONTSIZE 3000 /* Max chars in font */ +#define MAX_FOOD 999 + +//TODO: not only use more reasonable values, also enforce them +#define MIN_WC -120 +#define MAX_WC 120 +#define MIN_AC -120 +#define MAX_AC 120 +#define MIN_DAM 0 +#define MAX_DAM 200 +#define MIN_DIGESTION -35 +#define MAX_DIGESTION 70 -#define MAX_ANIMATIONS 256 +#define MAX_BUF 1024 /* Used for all kinds of things, MUST be >= 1024 */ #define MAX_NAME 48 -#define BIG_NAME 32 -#define MAX_EXT_TITLE 98 -/* Fatal variables: */ -#define OUT_OF_MEMORY 0 -#define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 -#define TOO_MANY_ERRORS 3 +#define ATTUNE_REPELL 16 // levels diff for attune/repell /* TYPE DEFINES */ + /* Only add new values to this list if somewhere in the program code, * it is actually needed. Just because you add a new monster does not * mean it has to have a type defined here. That only needs to happen @@ -117,211 +83,230 @@ * Additionally, when you add a new entry, include it in the table in item.c */ -/* type 0 will be undefined and shows a non valid type information */ +/* USED TYPES: (for dead types please look at the bottom of the type + * definitions) + */ -#define PLAYER 1 -#define TRANSPORT 2 /* see doc/Developers/objects */ -#define ROD 3 -#define TREASURE 4 -#define POTION 5 -#define FOOD 6 -#define POISON 7 -#define BOOK 8 -#define CLOCK 9 -/*#define FBULLET 10 */ -/*#define FBALL 11 */ -#define LIGHTNING 12 -#define ARROW 13 -#define BOW 14 -#define WEAPON 15 -#define ARMOUR 16 -#define PEDESTAL 17 -#define ALTAR 18 -/*#define CONFUSION 19 */ -#define LOCKED_DOOR 20 -#define SPECIAL_KEY 21 -#define MAP 22 -#define DOOR 23 -#define KEY 24 -/*#define MMISSILE 25 */ -#define TIMED_GATE 26 -#define TRIGGER 27 -#define GRIMREAPER 28 -#define MAGIC_EAR 29 -#define TRIGGER_BUTTON 30 -#define TRIGGER_ALTAR 31 -#define TRIGGER_PEDESTAL 32 -#define SHIELD 33 -#define HELMET 34 -#define HORN 35 -#define MONEY 36 -#define CLASS 37 /* object for applying character class modifications to someone */ -#define GRAVESTONE 38 -#define AMULET 39 -#define PLAYERMOVER 40 -#define TELEPORTER 41 -#define CREATOR 42 -#define SKILL 43 /* also see SKILL_TOOL (74) below */ -#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ - /* experience for broad skill categories. This value */ - /* is now automatically converteed at load time. */ -#define EARTHWALL 45 -#define GOLEM 46 -/*#define BOMB 47 */ -#define THROWN_OBJ 48 -#define BLINDNESS 49 -#define GOD 50 - -#define DETECTOR 51 /* peterm: detector is an object */ - /* which notices the presense of */ - /* another object and is triggered */ - /* like buttons. */ -#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ - /* force into a player with a specified string WHEN TRIGGERED. */ -#define DEAD_OBJECT 53 -#define DRINK 54 -#define MARKER 55 /* inserts an invisible, weightless */ - /* force into a player with a specified string. */ -#define HOLY_ALTAR 56 -#define PLAYER_CHANGER 57 -#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ - -#define PEACEMAKER 59 /* Object owned by a player which can convert */ - /* a monster into a peaceful being incapable of attack. */ -#define GEM 60 -/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */ -#define FIREWALL 62 -#define ANVIL 63 -#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu - * values of last_sp set how to change: - * 0 = furious, all monsters become aggressive - * 1 = angry, all but friendly become aggressive - * 2 = calm, all aggressive monsters calm down - * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ -#define EXIT 66 -#define ENCOUNTER 67 -#define SHOP_FLOOR 68 -#define SHOP_MAT 69 -#define RING 70 -#define FLOOR 71 /* this is a floor tile -> native layer 0 */ -#define FLESH 72 /* animal 'body parts' -b.t. */ -#define INORGANIC 73 /* metals and minerals */ -#define SKILL_TOOL 74 /* Allows the use of a skill */ -#define LIGHTER 75 +/* type 0 objects have the default behaviour */ -/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator - * types are not used in any archetypes, and should perhaps be removed. - */ -#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ +#define PLAYER 1 +#define TRANSPORT 2 /* see pod/objects.pod */ +#define ROD 3 +#define TREASURE 4 +#define POTION 5 +#define FOOD 6 +#define POISON 7 +#define BOOK 8 +#define CLOCK 9 +#define VEIN 10 // deliantra: mineral/ore/whatever vein +#define RANGED 11 // deliantra: other range item (skill based) +#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */ +#define ARROW 13 +#define BOW 14 +#define WEAPON 15 +#define ARMOUR 16 +#define PEDESTAL 17 +#define ALTAR 18 +#define T_MATCH 19 +#define LOCKED_DOOR 20 +#define SPECIAL_KEY 21 +#define MAP 22 +#define DOOR 23 +#define KEY 24 +#define PHYSICS 25 // deliantra: "things that move" +#define TIMED_GATE 26 +#define TRIGGER 27 +#define GRIMREAPER 28 +#define MAGIC_EAR 29 +#define TRIGGER_BUTTON 30 +#define TRIGGER_ALTAR 31 +#define TRIGGER_PEDESTAL 32 +#define SHIELD 33 +#define HELMET 34 +#define HORN 35 +#define MONEY 36 +#define CLASS 37 /* object for applying character class modifications to someone */ +#define GRAVESTONE 38 +#define AMULET 39 +#define PLAYERMOVER 40 +#define TELEPORTER 41 +#define CREATOR 42 +#define SKILL 43 /* also see SKILL_TOOL (74) below */ +#define IDENTIFY_ALTAR 44 +#define EARTHWALL 45 +#define GOLEM 46 +#define DEEP_SWAMP 47 +#define THROWN_OBJ 48 +#define BLINDNESS 49 +#define GOD 50 +#define DETECTOR 51 /* peterm: detector is an object + * which notices the presense of + * another object and is triggered + * like buttons. + */ +#define TRIGGER_MARKER 52 /* inserts an invisible, weightless + * force into a player with a specified string WHEN TRIGGERED. + */ +#define DEAD_OBJECT 53 +#define DRINK 54 +#define MARKER 55 /* inserts an invisible, weightless + * force into a player with a specified string. + */ +#define HOLY_ALTAR 56 +#define PLAYER_CHANGER 57 +#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ + +#define PEACEMAKER 59 /* Object owned by a player which can convert + * a monster into a peaceful being incapable of attack. + */ +#define GEM 60 +#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */ +#define FIREWALL 62 +#define ANVIL 63 +#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ +#define MOOD_FLOOR 65 /* + * values of last_sp set how to change: + * 0 = furious, all monsters become aggressive + * 1 = angry, all but friendly become aggressive + * 2 = calm, all aggressive monsters calm down + * 3 = sleep, all monsters fall asleep + * 4 = charm, monsters become pets + * 5 = destroy monsters + * 6 = destroy pets / friendlies + */ +#define EXIT 66 +#define ENCOUNTER 67 +#define SHOP_FLOOR 68 +#define SHOP_MAT 69 +#define RING 70 +//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED??? +#define FLESH 72 /* animal 'body parts' -b.t. */ +#define INORGANIC 73 /* metals and minerals */ +#define SKILL_TOOL 74 /* Allows the use of a skill */ +#define LIGHTER 75 +//76 +#define BUILDABLE_WALL 77 /* this is a buildable wall */ +//78 +#define MISC_OBJECT 79 /* misc. objects are for objects without a function + in the engine. Like statues, clocks, chairs,... + If perhaps we create a function where we can sit + on chairs, we create a new type and remove all + chairs from here. */ +//80 +#define TORCH 81 /* a torch */ +#define LAMP 82 /* a lamp */ +#define DUPLICATOR 83 /* duplicator/multiplier object */ +//84 +#define SPELLBOOK 85 +//86 +#define CLOAK 87 +#define MAPSCRIPT 88 /* A perl-scripted connectable */ +#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs, + potions, alchemy, or magic works here (elmex) */ +#define SPINNER 90 +#define GATE 91 +#define BUTTON 92 +#define T_HANDLE 93 +#define HOLE 94 +#define TRAPDOOR 95 +#define RUNE 96 +#define TRAP 97 +#define SIGN 98 +#define BOOTS 99 +#define GLOVES 100 +#define SPELL 101 +#define SPELL_EFFECT 102 +#define CONVERTER 103 +#define BRACERS 104 +#define POISONING 105 +#define SAVEBED 106 +#define DISEASE 107 +#define SYMPTOM 108 +#define WAND 109 +#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell +#define SCROLL 111 +#define DIRECTOR 112 +#define GIRDLE 113 +#define FORCE 114 +#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ +#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ +#define ITEM_TRANSFORMER 117 /* Transforming one item with another */ +#define POWER_CRYSTAL 118 +#define CORPSE 119 +//120 +#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ +#define CONTAINER 122 +#define ARMOUR_IMPROVER 123 +#define WEAPON_IMPROVER 124 +#define BUILDER 125 /* Generic item builder, see subtypes */ +#define MATERIAL 126 /* Material for building */ -#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ -#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -#define MISC_OBJECT 79 /* misc. objects are for objects without a function - in the engine. Like statues, clocks, chairs,... - If perhaps we create a function where we can sit - on chairs, we create a new type and remove all - chairs from here. */ -#define MONSTER 80 /* yes, thats a real, living creature */ -#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -#define LAMP 82 /* a lamp */ -#define DUPLICATOR 83 /* duplicator/multiplier object */ -#define TOOL 84 /* a tool for building objects */ -#define SPELLBOOK 85 -#define BUILDFAC 86 /* facilities for building objects */ -#define CLOAK 87 -/*#define CONE 88 */ -/*#define AURA 89 *//* aura spell object */ - -#define SPINNER 90 -#define GATE 91 -#define BUTTON 92 -#define CF_HANDLE 93 -#define HOLE 94 -#define TRAPDOOR 95 -/*#define WORD_OF_RECALL 96 */ -/*#define PARAIMAGE 97 */ -#define SIGN 98 -#define BOOTS 99 -#define GLOVES 100 -#define SPELL 101 -#define SPELL_EFFECT 102 -#define CONVERTER 103 -#define BRACERS 104 -#define POISONING 105 -#define SAVEBED 106 -#define POISONCLOUD 107 -#define FIREHOLES 108 -#define WAND 109 -/*#define ABILITY 110*/ -#define SCROLL 111 -#define DIRECTOR 112 -#define GIRDLE 113 -#define FORCE 114 -#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ -#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ -#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ -#define CONTAINER 122 -#define ARMOUR_IMPROVER 123 -#define WEAPON_IMPROVER 124 +#define NUM_TYPES 127 // must be max(type) + 1 -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ -#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt.*/ -#define DEEP_SWAMP 138 -#define IDENTIFY_ALTAR 139 -/*#define CANCELLATION 141*/ /* not used with new spell code */ -#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ -/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ -/*#define SWARM_SPELL 153*/ -#define RUNE 154 -#define TRAP 155 - -#define POWER_CRYSTAL 156 -#define CORPSE 157 - -#define DISEASE 158 -#define SYMPTOM 159 -#define BUILDER 160 /* Generic item builder, see subtypes */ -#define MATERIAL 161 /* Material for building */ -/* #define GPS 162 Ground positionning system, moved to Python plugin */ -#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ -#define QUEST 164 /* See below for subtypes */ -#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, - potions, alchemy, or magic works here (elmex) */ /* END TYPE DEFINE */ -#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +typedef std::bitset typeset; + +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + * As a special exception, bows use stats.sp for their own purposes. + */ +static const struct digest_types : typeset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + +// maximum supported subtype number + 1, can be increased to 256 +// currently (2007-09) in use: 50 +#define NUM_SUBTYPES 64 /* Subtypes for BUILDER */ -#define ST_BD_BUILD 1 /* Builds an item */ -#define ST_BD_REMOVE 2 /* Removes an item */ +#define ST_BD_BUILD 1 /* Builds an item */ +#define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ -#define ST_MAT_FLOOR 1 /* Floor */ -#define ST_MAT_WALL 2 /* Wall */ -#define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_FLOOR 1 /* Floor */ +#define ST_MAT_WALL 2 /* Wall */ +#define ST_MAT_ITEM 3 /* All other items, including doors & such */ +#define ST_MAT_QUAD 4 /* Quad build material */ /* definitions for weapontypes */ -#define WEAP_HIT 0 /* the basic */ -#define WEAP_SLASH 1 /* slash */ -#define WEAP_PIERCE 2 /* arrows, stiletto */ -#define WEAP_CLEAVE 3 /* axe */ -#define WEAP_SLICE 4 /* katana */ -#define WEAP_STAB 5 /* knife, dagger */ -#define WEAP_WHIP 6 /* whips n chains */ -#define WEAP_CRUSH 7 /* big hammers, flails */ -#define WEAP_BLUD 8 /* bludgeoning, club, stick */ - -typedef struct typedata { - int number; - const char *name; - const char *name_pl; - int identifyskill; - int identifyskill2; +#define WEAP_HIT 0 /* the basic */ +#define WEAP_SLASH 1 /* slash */ +#define WEAP_PIERCE 2 /* arrows, stiletto */ +#define WEAP_CLEAVE 3 /* axe */ +#define WEAP_SLICE 4 /* katana */ +#define WEAP_STAB 5 /* knife, dagger */ +#define WEAP_WHIP 6 /* whips n chains */ +#define WEAP_CRUSH 7 /* big hammers, flails */ +#define WEAP_BLUD 8 /* bludgeoning, club, stick */ + +typedef struct typedata +{ + int number; + const char *name; + const char *name_pl; + int identifyskill; + int identifyskill2; } typedata; extern const int ItemTypesSize; @@ -337,7 +322,7 @@ #define PU_DEBUG 0x10000000 #define PU_INHIBIT 0x20000000 #define PU_STOP 0x40000000 -#define PU_NEWMODE 0x80000000 +#define PU_ENABLE 0x80000000 // used to distinguish value density #define PU_RATIO 0x0000000F @@ -368,278 +353,180 @@ #define PU_NOT_CURSED 0x01000000 #define PU_JEWELS 0x02000000 +#define PU_FLESH 0x04000000 /* Instead of using arbitrary constants for indexing the * freearr, add these values. <= SIZEOFFREE1 will get you - * within 1 space. <= SIZEOFFREE2 wll get you withing - * 2 spaces, and the entire array (< SIZEOFFREE) is + * within 1 space. <= SIZEOFFREE2 wll get you withing + * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ -#define SIZEOFFREE1 8 +#define SIZEOFFREE0 0 +#define SIZEOFFREE1 8 #define SIZEOFFREE2 24 -#define SIZEOFFREE 49 +#define SIZEOFFREE3 48 +#define SIZEOFFREE 49 -#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ +#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ -/* Flag structure now changed. - * Each flag is now a bit offset, starting at zero. The macros - * will update/read the appropriate flag element in the object - * structure. - * - * Hopefully, since these offsets are integer constants set at run time, - * the compiler will reduce the macros something as simple as the - * old system was. - * - * Flags now have FLAG as the prefix. This to be clearer, and also - * to make sure F_ names are not still being used anyplace. - * - * The macros below assume that the flag size for each element is 32 - * bits. IF it is smaller, bad things will happen. See structs.h - * for more info. - * - * All functions should use the macros below. In process of converting - * to the new system, I find several files that did not use the previous - * macros. - * - * If any FLAG's are or changed, make sure the flag_names structure in - * common/loader.l is updated. - * - * flags[0] is 0 to 31 - * flags[1] is 32 to 63 - * flags[2] is 64 to 95 - * flags[3] is 96 to 127 - */ -/* Basic routines to do above */ -#define SET_FLAG(xyz, p) \ - ((xyz)->flags[p/32] |= (1U << (p % 32))) -#define CLEAR_FLAG(xyz, p) \ - ((xyz)->flags[p/32] &= ~(1U << (p % 32))) -#define QUERY_FLAG(xyz, p) \ - ((xyz)->flags[p/32] & (1U << (p % 32))) -#define COMPARE_FLAGS(p,q) \ - ( \ - ((p)->flags[0] == (q)->flags[0]) && \ - ((p)->flags[1] == (q)->flags[1]) && \ - ((p)->flags[2] == (q)->flags[2]) && \ - ((p)->flags[3] == (q)->flags[3]) \ - ) -/* convenience macros to determine what kind of things we are dealing with */ - -#define IS_WEAPON(op) \ - (op->type == ARROW || op->type == BOW || op->type == WEAPON) - -#define IS_ARMOR(op) \ - (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \ - op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \ - op->type == BRACERS || op->type == GIRDLE) - -#define IS_LIVE(op) \ - ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \ - (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \ - !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) - -#define IS_ARROW(op) \ - (op->type==ARROW || \ - (op->type==SPELL_EFFECT && \ - (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE))) - -/* This return TRUE if object has still randomitems which - * could be expanded. +/* + * If any FLAG's are added or changed, make sure the flag_names structure in + * common/loader.C is updated. */ -#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))) /* the flags */ -#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ -#define FLAG_WIZ 1 /* Object has special privilegies */ -#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ -#define FLAG_FREED 3 /* Object is in the list of free objects */ -#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -#define FLAG_APPLIED 5 /* Object is ready for use by living */ -#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ - -#define FLAG_NO_PICK 8 /* Object can't be picked up */ -/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ -/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ -#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ -/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ -/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ -#define FLAG_MONSTER 14 /* Will attack players */ -#define FLAG_FRIENDLY 15 /* Will help players */ - -#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ -#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ -#define FLAG_TREASURE 19 /* Will generate treasure when applied */ -#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ -#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ -#define FLAG_CAN_ROLL 22 /* Object can be rolled */ -#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ -#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ -/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ -/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ -/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ -#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will exit */ -#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ -#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ -#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done*/ - -/* Start of values in flags[1] */ -#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ -#define FLAG_HITBACK 33 /* Object will hit back when hit */ -#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ -#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ -#define FLAG_UNDEAD 36 /* Monster is undead */ -#define FLAG_SCARED 37 /* Monster is scared (mb player in future)*/ -#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ -#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ - -#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ -#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ -#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ -#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ -#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ -#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ - but can still attack at a distance */ -/*#define FLAG_PASS_THRU 46*/ /* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ -/*#define FLAG_CAN_PASS_THRU 47*/ /* Can pass thru... */ - -#define FLAG_PICK_UP 48 /* Can pick up */ -#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ -#define FLAG_NO_DROP 50 /* Object can't be dropped */ -#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ -#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ -#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ -#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ -#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ - -#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ -#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ -#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ -#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* not implemented yet */ -#define FLAG_XRAYS 61 /* X-ray vision */ -#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ -#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - -/* Start of values in flags[2] */ -#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ -#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ -#define FLAG_SLEEP 66 /* NPC is sleeping */ -#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ -#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ -#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ -#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ -#define FLAG_STEALTH 71 /* Will wake monsters with less range */ - -#define FLAG_WIZPASS 72 /* The wizard can go through walls */ -#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ -#define FLAG_CURSED 74 /* The object is cursed */ -#define FLAG_DAMNED 75 /* The object is _very_ cursed */ -#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ -#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ -#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ -#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - -#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ -#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ -#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ -/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ -#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ -#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ -#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ - -#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ -#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ -#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ -#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ -#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ -#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ -#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ -/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - -/* Start of values in flags[3] */ -#define FLAG_NO_STEAL 96 /* Item can't be stolen */ -#define FLAG_ONE_HIT 97 /* Monster can only hit once before going - * away (replaces ghosthit) - */ -#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to - * detect cases were the server is trying - * to send an upditem when we have not - * actually sent the item. - */ - -#define FLAG_BERSERK 99 /* monster will attack closest living - object */ -#define FLAG_NEUTRAL 100 /* monster is from type neutral */ -#define FLAG_NO_ATTACK 101 /* monster don't attack */ -#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ -#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ -#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ -#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ -#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ -#define FLAG_IS_WATER 107 +#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ +#define FLAG_WIZ 1 /* Object has special privilegies */ +#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ +#define FLAG_FREED 3 /* Object is in the list of free objects */ +#define FLAG_WIZLOOK 4 /* disable los and lighting */ +#define FLAG_APPLIED 5 /* Object is ready for use by living */ +#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ +#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ +#define FLAG_NO_PICK 8 /* Object can't be picked up */ +#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ +#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ +#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ +#define FLAG_MONSTER 14 /* Will attack players */ +#define FLAG_FRIENDLY 15 /* Will help players */ +#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ +#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ +#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory +#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ +#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ +#define FLAG_CAN_ROLL 22 /* Object can be rolled */ +#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ +#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ +#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ +#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ +#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ +#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ +#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ +#define FLAG_HITBACK 33 /* Object will hit back when hit */ +#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ +#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ +#define FLAG_UNDEAD 36 /* Monster is undead */ +#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ +#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ +#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ +#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ +#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ +//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ +#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ +#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ +#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ + but can still attack at a distance */ +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ +#define FLAG_PICK_UP 48 /* Can pick up */ +#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ +#define FLAG_NO_DROP 50 /* Object can't be dropped */ +#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ +#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ +#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ +#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ +#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ +#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ +#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ +#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ +#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ +#define FLAG_XRAYS 61 /* X-ray vision */ +#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ +#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ +#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ +#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ +#define FLAG_SLEEP 66 /* NPC is sleeping */ +#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ +#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ +#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ +#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ +#define FLAG_STEALTH 71 /* Will wake monsters with less range */ +#define FLAG_WIZPASS 72 /* The wizard can go through walls */ +#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ +#define FLAG_CURSED 74 /* The object is cursed */ +#define FLAG_DAMNED 75 /* The object is _very_ cursed */ +#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ +#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ +#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ +#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ +#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ +#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ +#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ +#define FLAG_PRECIOUS 83 // object is precious (pets) +#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ +#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ +#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ +#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ +#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ +#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ +#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ +#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ +#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ +#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ +#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ +#define FLAG_NO_STEAL 96 /* Item can't be stolen */ +#define FLAG_ONE_HIT 97 /* Monster can only hit once before going + * away (replaces ghosthit) + */ +#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging + +#define FLAG_BERSERK 99 /* monster will attack closest living + object */ +#define FLAG_NEUTRAL 100 /* monster is from type neutral */ +#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ +#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ +#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by + * load_original_map() */ +#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ +#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ +#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ +#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ #define FLAG_CONTENT_ON_GEN 108 -#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated*/ -#define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_AFK 111 /* Player is AFK */ -#define NUM_FLAGS 111 /* Should always be equal to the last - * defined flag. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ - -/* Values can go up to 127 before the size of the flags array in the - * object structure needs to be enlarged. - * So there are 18 available flags slots - */ - - -#define NROFNEWOBJS(xyz) ((xyz)->stats.food) - -#if 0 -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -#define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -#define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif +#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +#define FLAG_IS_BUILDABLE 110 /* Can build on item */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map +#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item + * (for the quads world for instance) + */ + +// temporary assignments +#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation + +#define NUM_FLAGS 115 /* Should always be equal to the last + * defined flag + 1. + */ /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -#define MOVE_WALK 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ -#define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ - -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_SWIM 0x08 /* Swimming object */ +#define MOVE_BOAT 0x10 /* Boats/sailing */ +#define MOVE_SHIP 0x20 /* boats suitable for oceans */ + +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ +#define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. - * uint8 is defined yet, so just use what that would define it - * at anyways. */ -typedef unsigned char MoveType; +typedef unsigned char MoveType; /* Basic macro to see if ob2 blocks ob1 from moving onto this space. * Basically, ob2 has to block all of ob1 movement types. @@ -651,37 +538,12 @@ * on the 'type' move_block parameter * Add check - if type is 0, don't stop anything from moving * onto it. - * + * */ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ - ( (type != 0) && (ob1->move_type & type) == ob1->move_type) + ((type) && (ob1->move_type & type) == ob1->move_type) - -#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) -#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) -#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ - -/* Note: These values are only a default value, resizing can change them */ -#define INV_SIZE 12 /* How many items can be viewed in inventory */ -#define LOOK_SIZE 6 /* ditto, but for the look-window */ -#define MAX_INV_SIZE 40 /* For initializing arrays */ -#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ - -#define EDITABLE(xyz) ((xyz)->arch->editable) - -#define E_MONSTER 0x00000001 -#define E_EXIT 0x00000002 -#define E_TREASURE 0x00000004 -#define E_BACKGROUND 0x00000008 -#define E_DOOR 0x00000010 -#define E_SPECIAL 0x00000020 -#define E_SHOP 0x00000040 -#define E_NORMAL 0x00000080 -#define E_FALSE_WALL 0x00000100 -#define E_WALL 0x00000200 -#define E_EQUIPMENT 0x00000400 -#define E_OTHER 0x00000800 -#define E_ARTIFACT 0x00001000 +#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ #define EXIT_PATH(xyz) (xyz)->slaying #define EXIT_LEVEL(xyz) (xyz)->stats.food @@ -691,28 +553,31 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really +#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really * large values allow objects that can * slow down the game */ -#define MAX_DARKNESS 5 /* maximum map darkness, there is no - * practical reason to exceed this */ -#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ - MAX_LIGHT_RADII:(xyz)->glow_radius; +#define MAX_DARKNESS 5 /* maximum map darkness, there is no + * practical reason to exceed this */ +#define LOS_MAX 4 /* max. los value for non-blocked spaces */ +#define LOS_BLOCKED 100 /* fully blocked spaces */ +#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ + MAX_LIGHT_RADII : (xyz)->glow_radius; +// player position in blocked_los code +#define LOS_X0 (MAP_CLIENT_X / 2 - 1) +#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) + #define F_BUY 0 #define F_SELL 1 -#define F_TRUE 2 /* True value of item, unadjusted */ -#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ -#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ -#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ -#define F_APPROX 32 /* flag to give a guess of item value */ -#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ - -#define DIRX(xyz) freearr_x[(xyz)->direction] -#define DIRY(xyz) freearr_y[(xyz)->direction] +#define F_TRUE 2 /* True value of item, unadjusted */ +#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ +#define F_IDENTIFIED 8 /* flag to calculate value of identified item */ +#define F_NOT_CURSED 16 /* flag to calculate value of uncursed item */ +#define F_APPROX 32 /* flag to give a guess of item value */ +#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ -#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; -#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; +#define DIRX(xyz) freearr_x[(xyz)] +#define DIRY(xyz) freearr_y[(xyz)] #define ARMOUR_SPEED(xyz) (xyz)->last_sp #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour @@ -723,6 +588,7 @@ #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) + #define FIRE_DIRECTIONAL 0 #define FIRE_POSITIONAL 1 @@ -755,6 +621,7 @@ #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ #define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ + #define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ @@ -766,7 +633,7 @@ #define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ - /* set, this is good for non-aggressive monsters and NPC */ + /* set, this is good for non-aggressive monsters and NPC */ #define CIRCLE2 48 /* same as above but a larger circle is used */ #define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ @@ -787,27 +654,9 @@ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 -/* - * Use of the state-variable in player objects: - */ - -#define ST_PLAYING 0 -#define ST_PLAY_AGAIN 1 -#define ST_ROLL_STAT 2 -#define ST_CHANGE_CLASS 3 -#define ST_CONFIRM_QUIT 4 -#define ST_CONFIGURE 5 -#define ST_GET_NAME 6 -#define ST_GET_PASSWORD 7 -#define ST_CONFIRM_PASSWORD 8 -#define ST_GET_PARTY_PASSWORD 10 - -#define BLANK_FACE_NAME "blank.111" -#define EMPTY_FACE_NAME "empty.111" -#define DARK_FACE1_NAME "dark1.111" -#define DARK_FACE2_NAME "dark2.111" -#define DARK_FACE3_NAME "dark3.111" -#define SMOOTH_FACE_NAME "default_smoothed.111" +#define BLANK_FACE_NAME "blank.x11" +#define EMPTY_FACE_NAME "empty.x11" +#define MAGICMOUTH_FACE_NAME "magicmouth.x11" /* * Defines for the luck/random functions to make things more readable @@ -816,104 +665,20 @@ #define PREFER_HIGH 1 #define PREFER_LOW 0 -/* Simple function we use below to keep adding to the same string - * but also make sure we don't overwrite that string. - */ -static inline void safe_strcat(char *dest, const char *orig, int *curlen, int maxlen) -{ - if (*curlen == (maxlen-1)) return; - strncpy(dest+*curlen, orig, maxlen-*curlen-1); - dest[maxlen-1]=0; - *curlen += strlen(orig); - if (*curlen>(maxlen-1)) *curlen=maxlen-1; -} - - -/* The SAFE versions of these call the safe_strcat function above. - * Ideally, all functions should use the SAFE functions, but they - * require some extra support in the calling function to remain as - * efficient. - */ -#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ - if(variable) { \ - int i,j=0; \ - safe_strcat(retbuf,"(" name ": ", len, maxlen); \ - for(i=0; inrof?op->weight:op->weight+op->carrying) +// Cut off point of when an object is put on the active list or not +// we use 2**-n because that can be represented exactly +// also make sure that this is a float, not double, constant. +// some areas in the server divide by this value, so +// to avoid integer overflows it should not be much lower. +#define MIN_ACTIVE_SPEED (1.f / 65536.f) +/* have mercy on players and guarantee a somewhat higher speed */ +#define MIN_PLAYER_SPEED 0.04f -/* Code fastening defines - * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by - * buf__ and increment buf__ position so it will point to the end of buf__. - * the '\0' caracter will not be put at end of buf__. - * use preparefastcat and finishfastcat on buf__ to prepare - * and clean up the string. (Lots faster than doing each time...) - * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, - * keep in mind FAST_STRNCAT is faster since length of second argument is - * kown in advance. - */ - - #define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) - #define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} - #define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} - #define FINISH_FASTCAT(buf__) buf__[0]='\0'; - - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - - - /* * Warning! * If you add message types here, don't forget * to keep the client up to date too! */ - - + /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 @@ -1101,12 +810,67 @@ /*some readable flags*/ /* dialog messsage */ -#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ -#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ -#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ +#define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc */ +#define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers */ +#define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers */ /* admin messages */ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 +/** + * Maximum distance a player may hear a sound from. + * This is only used for client/server sound and say. If the sound source + * on the map is farther away than this, we don't sent it to the client. + */ +#define MAX_SOUND_DISTANCE 16 + +#define LOG_CHANNEL "log" // the plain and ugly standard server log +#define INFO_CHANNEL "info" // lower_left box +#define SAY_CHANNEL "say" +#define CHAT_CHANNEL "chat" +#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL + +/* The following are the color flags passed to new_draw_info. + * + * We also set up some control flags + * + * NDI = New Draw Info + */ + +/* Color specifications - note these match the order in xutil.c */ +/* Note 2: Black, the default color, is 0. Thus, it does not need to + * be implicitly specified. + */ +#define NDI_BLACK 0 +#define NDI_WHITE 1 +#define NDI_NAVY 2 +#define NDI_RED 3 +#define NDI_ORANGE 4 +#define NDI_BLUE 5 /* Actually, it is Dodger Blue */ +#define NDI_DK_ORANGE 6 /* DarkOrange2 */ +#define NDI_GREEN 7 /* SeaGreen */ +#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ + /* Than seagreen - also background color */ +#define NDI_GREY 9 +#define NDI_BROWN 10 /* Sienna */ +#define NDI_GOLD 11 +#define NDI_TAN 12 /* Khaki */ + +#define NDI_MAX_COLOR 12 /* Last value in */ +#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ + /* using an int anyways, so we have the space */ + /* to still do all the flags */ + +#define NDI_REPLY 0x20 // is a direct reply to a user command +#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist +#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible +#define NDI_CLIENT_MASK 0xff // what the client is allowed to see + +#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ +#define NDI_ALL 0x2000 /* Inform all players of this message */ +#define NDI_DEF 0x4000 // ignore colour for channel protocol +#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim + #endif /* DEFINE_H */ +