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Comparing deliantra/server/include/define.h (file contents):
Revision 1.18 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.43 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
55 56
56#ifdef __NetBSD__ 57#ifdef __NetBSD__
57# include <sys/param.h> 58# include <sys/param.h>
58#endif 59#endif
59#ifndef MIN 60#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 61# define MIN(x,y) min (x, y)
61#endif 62#endif
62#ifndef MAX 63#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 64# define MAX(x,y) max (x, y)
64#endif 65#endif
65 66
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
67#ifndef NAME_MAX 68#ifndef NAME_MAX
68# define NAME_MAX 255 69# define NAME_MAX 255
110 * flags 111 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 112 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 113 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 114 */
114 115
115/* type 0 will be undefined and shows a non valid type information */ 116/* USED TYPES: (for dead types please look at the bottom of the type
117 * definitions)
118 */
116 119
117#define PLAYER 1 120/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 121
119#define ROD 3 122#define PLAYER 1
123#define TRANSPORT 2 /* see pod/objects.pod */
124#define ROD 3
120#define TREASURE 4 125#define TREASURE 4
121#define POTION 5 126#define POTION 5
122#define FOOD 6 127#define FOOD 6
123#define POISON 7 128#define POISON 7
124#define BOOK 8 129#define BOOK 8
125#define CLOCK 9 130#define CLOCK 9
126 131
127/*#define FBULLET 10 */ 132#define ARROW 13
128 133#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 134#define WEAPON 15
134#define ARMOUR 16 135#define ARMOUR 16
135#define PEDESTAL 17 136#define PEDESTAL 17
136#define ALTAR 18 137#define ALTAR 18
137 138
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 139#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 140#define SPECIAL_KEY 21
141#define MAP 22 141#define MAP 22
142#define DOOR 23 142#define DOOR 23
143#define KEY 24 143#define KEY 24
144 144
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 145#define TIMED_GATE 26
147#define TRIGGER 27 146#define TRIGGER 27
148#define GRIMREAPER 28 147#define GRIMREAPER 28
149#define MAGIC_EAR 29 148#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 149#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 150#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 151#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 152#define SHIELD 33
154#define HELMET 34 153#define HELMET 34
155#define HORN 35 154#define HORN 35
156#define MONEY 36 155#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 156#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 157#define GRAVESTONE 38
159#define AMULET 39 158#define AMULET 39
160#define PLAYERMOVER 40 159#define PLAYERMOVER 40
161#define TELEPORTER 41 160#define TELEPORTER 41
162#define CREATOR 42 161#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 162#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 163
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 164#define EARTHWALL 45
168#define GOLEM 46 165#define GOLEM 46
169 166
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 167#define THROWN_OBJ 48
172#define BLINDNESS 49 168#define BLINDNESS 49
173#define GOD 50 169#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 170#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 171 * which notices the presense of
177 /* another object and is triggered */ 172 * another object and is triggered
178 /* like buttons. */ 173 * like buttons.
174 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 175#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 176 * force into a player with a specified string WHEN TRIGGERED.
177 */
181#define DEAD_OBJECT 53 178#define DEAD_OBJECT 53
182#define DRINK 54 179#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 180#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 181 * force into a player with a specified string.
182 */
185#define HOLY_ALTAR 56 183#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 184#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 185#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 186
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 187#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 188 * a monster into a peaceful being incapable of attack.
191#define GEM 60 189 */
190#define GEM 60
192 191
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 192#define FIREWALL 62
195#define ANVIL 63 193#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 194#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 195#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 196 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 197 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 198 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 199 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 200 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 201 * 4 = charm, monsters become pets */
204#define EXIT 66 202#define EXIT 66
205#define ENCOUNTER 67 203#define ENCOUNTER 67
206#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
207#define SHOP_MAT 69 205#define SHOP_MAT 69
208#define RING 70 206#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 211#define LIGHTER 75
214 212
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed.
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219 214
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 215
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 216#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 217 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 218 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 219 on chairs, we create a new type and remove all
226 chairs from here. */ 220 chairs from here. */
227#define MONSTER 80 221
228 /* yes, thats a real, living creature */ 222#define LAMP 82 /* a lamp */
229#define SPAWN_GENERATOR 81
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 224
234#define SPELLBOOK 85 225#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 226
238/*#define CONE 88 */ 227#define CLOAK 87
239 228
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 229#define SPINNER 90
243#define GATE 91 230#define GATE 91
244#define BUTTON 92 231#define BUTTON 92
245#define CF_HANDLE 93 232#define CF_HANDLE 93
246#define HOLE 94 233#define HOLE 94
247#define TRAPDOOR 95 234#define TRAPDOOR 95
248 235
249/*#define WORD_OF_RECALL 96 */ 236#define SIGN 98
250 237#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 238#define GLOVES 100
255#define SPELL 101 239#define SPELL 101
256#define SPELL_EFFECT 102 240#define SPELL_EFFECT 102
257#define CONVERTER 103 241#define CONVERTER 103
258#define BRACERS 104 242#define BRACERS 104
259#define POISONING 105 243#define POISONING 105
260#define SAVEBED 106 244#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 245
265/*#define ABILITY 110*/ 246#define WAND 109
247
266#define SCROLL 111 248#define SCROLL 111
267#define DIRECTOR 112 249#define DIRECTOR 112
268#define GIRDLE 113 250#define GIRDLE 113
269#define FORCE 114 251#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 252#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 253#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
254
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 255#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 256#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 257#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 258#define WEAPON_IMPROVER 124
276 259
260#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
261#define DEEP_SWAMP 138
262#define IDENTIFY_ALTAR 139
263
264#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
265
266#define RUNE 154
267#define TRAP 155
268
269#define POWER_CRYSTAL 156
270#define CORPSE 157
271
272#define DISEASE 158
273#define SYMPTOM 159
274#define BUILDER 160 /* Generic item builder, see subtypes */
275#define MATERIAL 161 /* Material for building */
276
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */
281
282/* DEAD TYPES: */
283//#define FBULLET 10
284//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19
287//#define MMISSILE 25
288/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
289 * experience for broad skill categories. This value
290 * is now automatically converteed at load time.
291 */
292//#define BOMB 47
293//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
294
295/* random crossfire developer: The trap_part, wall, light_source,
296 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes,
298 * and should perhaps be removed.
299 *
300 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL.
304 */
305
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
307//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
308//#define MONSTER 80 /* yes, thats a real, living creature */
309//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
310//#define TOOL 84 /* a tool for building objects */
311//#define BUILDFAC 86 /* facilities for building objects */
312//#define CONE 88
313//#define AURA 89 /* aura spell object */
314//#define WORD_OF_RECALL 96
315//#define PARAIMAGE 97
316//#define POISONCLOUD 107
317//#define FIREHOLES 108
318//#define ABILITY 110
277/* unused: 125 - 129 319/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 320 * type 125 was MONEY_CHANGER
279 */ 321 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 322//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 323//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 324//#define SWARM_SPELL 153
283
284 /*#define CANCELLATION 141*//* not used with new spell code */
285#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
286
287 /*#define BALL_LIGHTNING 151 *//* peterm: ball lightning and color spray */
288
289/*#define SWARM_SPELL 153*/
290#define RUNE 154
291#define TRAP 155
292
293#define POWER_CRYSTAL 156
294#define CORPSE 157
295
296#define DISEASE 158
297#define SYMPTOM 159
298#define BUILDER 160 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */
300
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 325//#define GPS 162 /* Ground positionning system, moved to Python plugin */
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#define QUEST 164/* See below for subtypes */ 326//#define QUEST 164 /* See below for subtypes */
304#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
305 potions, alchemy, or magic works here (elmex) */
306 327
307/* END TYPE DEFINE */ 328/* END TYPE DEFINE */
308 329
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 330#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 331
395#define SIZEOFFREE2 24 416#define SIZEOFFREE2 24
396#define SIZEOFFREE 49 417#define SIZEOFFREE 49
397 418
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 419#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 420
400/* Flag structure now changed. 421/*
401 * Each flag is now a bit offset, starting at zero. The macros
402 * will update/read the appropriate flag element in the object
403 * structure.
404 *
405 * Hopefully, since these offsets are integer constants set at run time,
406 * the compiler will reduce the macros something as simple as the
407 * old system was.
408 *
409 * Flags now have FLAG as the prefix. This to be clearer, and also
410 * to make sure F_ names are not still being used anyplace.
411 *
412 * The macros below assume that the flag size for each element is 32
413 * bits. IF it is smaller, bad things will happen. See structs.h
414 * for more info.
415 *
416 * All functions should use the macros below. In process of converting
417 * to the new system, I find several files that did not use the previous
418 * macros.
419 *
420 * If any FLAG's are or changed, make sure the flag_names structure in 422 * If any FLAG's are added or changed, make sure the flag_names structure in
421 * common/loader.l is updated. 423 * common/loader.l is updated.
422 *
423 * flags[0] is 0 to 31
424 * flags[1] is 32 to 63
425 * flags[2] is 64 to 95
426 * flags[3] is 96 to 127
427 */ 424 */
428 425
429/* Basic routines to do above */ 426/* Basic routines to do above */
430#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 427#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
431#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 428#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
432#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 429#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
433
434/* convenience macros to determine what kind of things we are dealing with */
435
436#define IS_WEAPON(op) \
437 (op->type == ARROW || op->type == BOW || op->type == WEAPON)
438
439#define IS_ARMOR(op) \
440 (op->type == ARMOUR || op->type == SHIELD || op->type == HELMET || \
441 op->type == CLOAK || op->type == BOOTS || op->type == GLOVES || \
442 op->type == BRACERS || op->type == GIRDLE)
443
444#define IS_LIVE(op) \
445 ((op->type == PLAYER || QUERY_FLAG(op, FLAG_MONSTER) || \
446 (QUERY_FLAG(op, FLAG_ALIVE) && !QUERY_FLAG(op, FLAG_GENERATOR) && \
447 !op->type == DOOR)) && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
448
449#define IS_ARROW(op) \
450 (op->type==ARROW || \
451 (op->type==SPELL_EFFECT && \
452 (op->subtype == SP_BULLET || op->subtype == SP_MAGIC_MISSILE)))
453
454/* This return TRUE if object has still randomitems which
455 * could be expanded.
456 */
457#define HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)))
458 430
459/* the flags */ 431/* the flags */
460 432
461#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
462#define FLAG_WIZ 1 /* Object has special privilegies */ 434#define FLAG_WIZ 1 /* Object has special privilegies */
468#define FLAG_USE_SHIELD 7 440#define FLAG_USE_SHIELD 7
469 /* Can this creature use a shield? */ 441 /* Can this creature use a shield? */
470 442
471#define FLAG_NO_PICK 8 /* Object can't be picked up */ 443#define FLAG_NO_PICK 8 /* Object can't be picked up */
472 444
473 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 445/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
474
475 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 446/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
447
476#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 448#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
477 449
478 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 450/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
479
480 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 451/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
452
481#define FLAG_MONSTER 14 /* Will attack players */ 453#define FLAG_MONSTER 14 /* Will attack players */
482#define FLAG_FRIENDLY 15 /* Will help players */ 454#define FLAG_FRIENDLY 15 /* Will help players */
483 455
484#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
485#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
486#define FLAG_AUTO_APPLY 18 458#define FLAG_AUTO_APPLY 18
487 /* Will be applied when created */ 459 /* Will be applied when created */
488#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
489#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
490#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
491#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 463#define FLAG_CAN_ROLL 22 /* Object can be rolled */
492#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
493#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
494 466
495 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 467/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
496
497 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 468/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
498
499 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 469/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
470
500#define FLAG_IS_USED_UP 28 471#define FLAG_IS_USED_UP 28
501 /* When (--food<0) the object will exit */ 472 /* When (--food<0) the object will exit */
502#define FLAG_IDENTIFIED 29 473#define FLAG_IDENTIFIED 29
503 /* Player knows full info about item */ 474 /* Player knows full info about item */
504#define FLAG_REFLECTING 30 475#define FLAG_REFLECTING 30
505 /* Object reflects from walls (lightning) */ 476 /* Object reflects from walls (lightning) */
506#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 477#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
507 478
508/* Start of values in flags[1] */
509#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 479#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
510#define FLAG_HITBACK 33 /* Object will hit back when hit */ 480#define FLAG_HITBACK 33 /* Object will hit back when hit */
511#define FLAG_STARTEQUIP 34 481#define FLAG_STARTEQUIP 34
512 /* Object was given to player at start */ 482 /* Object was given to player at start */
513#define FLAG_BLOCKSVIEW 35 483#define FLAG_BLOCKSVIEW 35
524#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 494#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
525#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 495#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
526#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 496#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
527 but can still attack at a distance */ 497 but can still attack at a distance */
528 498
529 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 499/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
530 thru this object as if it wasn't there */ 500 thru this object as if it wasn't there */
531 501/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
532 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
533 502
534#define FLAG_PICK_UP 48 /* Can pick up */ 503#define FLAG_PICK_UP 48 /* Can pick up */
535#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 504#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
536#define FLAG_NO_DROP 50 /* Object can't be dropped */ 505#define FLAG_NO_DROP 50 /* Object can't be dropped */
537#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 506#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
551#define FLAG_READY_BOW 60 /* not implemented yet */ 520#define FLAG_READY_BOW 60 /* not implemented yet */
552#define FLAG_XRAYS 61 /* X-ray vision */ 521#define FLAG_XRAYS 61 /* X-ray vision */
553#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
554#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
555 524
556/* Start of values in flags[2] */
557#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
558#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 526#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
559#define FLAG_SLEEP 66 /* NPC is sleeping */ 527#define FLAG_SLEEP 66 /* NPC is sleeping */
560#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 528#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
561#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 529#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
590#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 558#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
591#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 559#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
592#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 560#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
593#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 561#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
594 562
595 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 563/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
596 564
597/* Start of values in flags[3] */
598#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 565#define FLAG_NO_STEAL 96 /* Item can't be stolen */
599#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 566#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
600 * away (replaces ghosthit) 567 * away (replaces ghosthit)
601 */ 568 */
602#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 569#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
609 object */ 576 object */
610#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 577#define FLAG_NEUTRAL 100 /* monster is from type neutral */
611#define FLAG_NO_ATTACK 101 /* monster don't attack */ 578#define FLAG_NO_ATTACK 101 /* monster don't attack */
612#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 579#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
613#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 580#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
614 * load_original_map() */ 581 * load_original_map() */
615#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 582#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
616 * the overlay, and is not subject to 583 * the overlay, and is not subject to
617 * decay. */ 584 * decay. */
618#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 585#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
619#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 586#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
620#define FLAG_IS_WATER 107 587#define FLAG_IS_WATER 107
621#define FLAG_CONTENT_ON_GEN 108 588#define FLAG_CONTENT_ON_GEN 108
622#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
623#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 590#define FLAG_IS_BUILDABLE 110 /* Can build on item */
624#define FLAG_AFK 111 /* Player is AFK */ 591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map
593
625#define NUM_FLAGS 111 /* Should always be equal to the last 594#define NUM_FLAGS 113 /* Should always be equal to the last
626 * defined flag. If you change this, 595 * defined flag + 1. If you change this,
627 * make sure you update the flag_links 596 * make sure you update the flag_links
628 * in common/loader.l 597 * in common/loader.l
629 */ 598 */
630 599
631/* Values can go up to 127 before the size of the flags array in the 600/* Values can go up to 127 before the size of the flags array in the
632 * object structure needs to be enlarged. 601 * object structure needs to be enlarged.
633 * So there are 18 available flags slots 602 * So there are 18 available flags slots
634 */ 603 */
635 604
636
637#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 605#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
638
639#if 0
640
641/* These should no longer be needed - access move_slow_penalty
642 * directly.
643 */
644# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
645# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
646#endif
647 606
648/* If you add new movement types, you may need to update 607/* If you add new movement types, you may need to update
649 * describe_item() so properly describe those types. 608 * describe_item() so properly describe those types.
650 * change_abil() probably should be updated also. 609 * change_abil() probably should be updated also.
651 */ 610 */
686 * Add check - if type is 0, don't stop anything from moving 645 * Add check - if type is 0, don't stop anything from moving
687 * onto it. 646 * onto it.
688 * 647 *
689 */ 648 */
690#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 649#define OB_TYPE_MOVE_BLOCK(ob1, type) \
691 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 650 ((type) && (ob1->move_type & type) == ob1->move_type)
692 651
693 652
694#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
695#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
696#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
723#define EXIT_Y(xyz) (xyz)->stats.sp 682#define EXIT_Y(xyz) (xyz)->stats.sp
724#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
725#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
726 685
727/* for use by the lighting code */ 686/* for use by the lighting code */
728#define MAX_LIGHT_RADII 4 687#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
729 /* max radii for 'light' object, really
730 * large values allow objects that can 688 * large values allow objects that can
731 * slow down the game */ 689 * slow down the game */
732#define MAX_DARKNESS 5 /* maximum map darkness, there is no 690#define MAX_DARKNESS 5 /* maximum map darkness, there is no
733 * practical reason to exceed this */ 691 * practical reason to exceed this */
734#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 692#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
760#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 718#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
761#define FIRE_DIRECTIONAL 0 719#define FIRE_DIRECTIONAL 0
762#define FIRE_POSITIONAL 1 720#define FIRE_POSITIONAL 1
763 721
764/******************************************************************************/ 722/******************************************************************************/
765
766/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 723/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
767
768/******************************************************************************/ 724/******************************************************************************/
769
770/* if your monsters start acting wierd, mail me */ 725/* if your monsters start acting wierd, mail me */
771
772/******************************************************************************/ 726/******************************************************************************/
773
774/* the following definitions are for the attack_movement variable in monsters */ 727/* the following definitions are for the attack_movement variable in monsters */
775
776/* if the attack_variable movement is left out of the monster archetype, or is*/ 728/* if the attack_variable movement is left out of the monster archetype, or is*/
777
778/* set to zero */ 729/* set to zero */
779
780/* the standard mode of movement from previous versions of crossfire will be */ 730/* the standard mode of movement from previous versions of crossfire will be */
781
782/* used. the upper four bits of movement data are not in effect when the monst*/ 731/* used. the upper four bits of movement data are not in effect when the monst*/
783
784/* er has an enemy. these should only be used for non agressive monsters. */ 732/* er has an enemy. these should only be used for non agressive monsters. */
785
786/* to program a monsters movement add the attack movement numbers to the movem*/ 733/* to program a monsters movement add the attack movement numbers to the movem*/
787
788/* ment numbers example a monster that moves in a circle until attacked and */ 734/* ment numbers example a monster that moves in a circle until attacked and */
789
790/* then attacks from a distance: */ 735/* then attacks from a distance: */
791
792/* CIRCLE1 = 32 */ 736/* CIRCLE1 = 32 */
793
794/* + DISTATT = 1 */ 737/* + DISTATT = 1 */
795
796/* ------------------- */ 738/* ------------------- */
797
798/* attack_movement = 33 */ 739/* attack_movement = 33 */
799
800/******************************************************************************/ 740/******************************************************************************/
801#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 741#define DISTATT 1 /* move toward a player if far, but mantain some space, */
802 /* attack from a distance - good for missile users only */ 742 /* attack from a distance - good for missile users only */
803#define RUNATT 2 /* run but attack if player catches up to object */ 743#define RUNATT 2 /* run but attack if player catches up to object */
804#define HITRUN 3 /* run to then hit player then run away cyclicly */ 744#define HITRUN 3 /* run to then hit player then run away cyclicly */
838 /* changing directions */ 778 /* changing directions */
839 /* this is VERTICAL movement */ 779 /* this is VERTICAL movement */
840#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
841#define HI4 240 781#define HI4 240
842 782
843/*
844 * Use of the state-variable in player objects:
845 */
846
847#define ST_PLAYING 0
848#define ST_PLAY_AGAIN 1
849#define ST_ROLL_STAT 2
850#define ST_CHANGE_CLASS 3
851#define ST_CONFIRM_QUIT 4
852#define ST_CONFIGURE 5
853#define ST_GET_NAME 6
854#define ST_GET_PASSWORD 7
855#define ST_CONFIRM_PASSWORD 8
856#define ST_GET_PARTY_PASSWORD 10
857
858#define BLANK_FACE_NAME "blank.111" 783#define BLANK_FACE_NAME "blank.x11"
859#define EMPTY_FACE_NAME "empty.111" 784#define EMPTY_FACE_NAME "empty.x11"
860#define DARK_FACE1_NAME "dark1.111" 785#define DARK_FACE1_NAME "dark1.x11"
861#define DARK_FACE2_NAME "dark2.111" 786#define DARK_FACE2_NAME "dark2.x11"
862#define DARK_FACE3_NAME "dark3.111" 787#define DARK_FACE3_NAME "dark3.x11"
863#define SMOOTH_FACE_NAME "default_smoothed.111" 788#define SMOOTH_FACE_NAME "default_smoothed.111"
864 789
865/* 790/*
866 * Defines for the luck/random functions to make things more readable 791 * Defines for the luck/random functions to make things more readable
867 */ 792 */
1006#define CAN_APPLY_UNAPPLY 0x10 931#define CAN_APPLY_UNAPPLY 0x10
1007#define CAN_APPLY_UNAPPLY_MULT 0x20 932#define CAN_APPLY_UNAPPLY_MULT 0x20
1008#define CAN_APPLY_UNAPPLY_CHOICE 0x40 933#define CAN_APPLY_UNAPPLY_CHOICE 0x40
1009 934
1010/* Cut off point of when an object is put on the active list or not */ 935/* Cut off point of when an object is put on the active list or not */
1011#define MIN_ACTIVE_SPEED 0.00001 936#define MIN_ACTIVE_SPEED 1e-5
1012 937
1013/* 938/*
1014 * random() is much better than rand(). If you have random(), use it instead. 939 * random() is much better than rand(). If you have random(), use it instead.
1015 * You shouldn't need to change any of this 940 * You shouldn't need to change any of this
1016 * 941 *
1020 * 945 *
1021 * 0.94.2 - you probably shouldn't need to change any of the rand stuff 946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
1022 * here. 947 * here.
1023 */ 948 */
1024 949
1025#define RANDOM() random() 950#define RANDOM() (rndm.next () & 0x7fffffffU)
1026#define SRANDOM(xyz) srandom(xyz) 951#define SRANDOM(xyz) //TODO, get rid of
1027 952
1028/* Returns the weight of the given object. Note: it does not take the number of 953/* Returns the weight of the given object. Note: it does not take the number of
1029 * items (nrof) into account. 954 * items (nrof) into account.
1030 */ 955 */
1031#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
1045#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 970#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1046#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 971#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1047#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 972#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1048#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 973#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1049 974
1050 /* You may uncomment following define to check sanity of code.
1051 * But use as debug only (loses all speed gained by those macros)
1052 */
1053
1054/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1055 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1056
1057
1058
1059
1060
1061
1062
1063/* 975/*
1064 * Warning! 976 * Warning!
1065 * If you add message types here, don't forget 977 * If you add message types here, don't forget
1066 * to keep the client up to date too! 978 * to keep the client up to date too!
1067 */ 979 */
1068
1069 980
1070/* message types */ 981/* message types */
1071#define MSG_TYPE_BOOK 1 982#define MSG_TYPE_BOOK 1
1072#define MSG_TYPE_CARD 2 983#define MSG_TYPE_CARD 2
1073#define MSG_TYPE_PAPER 3 984#define MSG_TYPE_PAPER 3

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