ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/define.h
(Generate patch)

Comparing deliantra/server/include/define.h (file contents):
Revision 1.19 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.64 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
25 25
26/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 27 * around, this file should be better split between them - things
31 */ 31 */
32 32
33#ifndef DEFINE_H 33#ifndef DEFINE_H
34#define DEFINE_H 34#define DEFINE_H
35 35
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 36#include <autoconf.h>
49 37
50#define FONTDIR "" 38#define FONTDIR ""
51#define FONTNAME "" 39#define FONTNAME ""
52 40
53/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
55 43
56#ifdef __NetBSD__ 44#ifdef __NetBSD__
57# include <sys/param.h> 45# include <sys/param.h>
58#endif 46#endif
59#ifndef MIN 47#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y)) 48# define MIN(x,y) min (x, y)
61#endif 49#endif
62#ifndef MAX 50#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y)) 51# define MAX(x,y) max (x, y)
64#endif 52#endif
65 53
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
67#ifndef NAME_MAX 55#define NAME_LEN 127
68# define NAME_MAX 255
69#endif
70 56
71/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
72#ifndef MAX3 58#ifndef MAX3
73# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif 60#endif
79#endif 65#endif
80 66
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
83 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77
84#define MAX_BUF 1024 78#define MAX_BUF 1024
85 /* Used for all kinds of things */ 79 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 80#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 81#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 82#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 83
90#define FONTSIZE 3000 /* Max chars in font */ 84#define FONTSIZE 3000 /* Max chars in font */
91 85
92#define MAX_ANIMATIONS 256 86#define MAX_ANIMATIONS 256
93 87
94#define MAX_NAME 48 88#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 89#define MAX_EXT_TITLE 98
96 90
97/* Fatal variables: */ 91/* Fatal variables: */
92//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 93#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 94#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 95#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 96#define TOO_MANY_ERRORS 3
102 97
103/* TYPE DEFINES */ 98/* TYPE DEFINES */
104 99
105/* Only add new values to this list if somewhere in the program code, 100/* Only add new values to this list if somewhere in the program code,
110 * flags 105 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 106 * 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 107 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 108 */
114 109
115/* type 0 will be undefined and shows a non valid type information */ 110/* USED TYPES: (for dead types please look at the bottom of the type
111 * definitions)
112 */
116 113
117#define PLAYER 1 114/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 115
119#define ROD 3 116#define PLAYER 1
117#define TRANSPORT 2 /* see pod/objects.pod */
118#define ROD 3
120#define TREASURE 4 119#define TREASURE 4
121#define POTION 5 120#define POTION 5
122#define FOOD 6 121#define FOOD 6
123#define POISON 7 122#define POISON 7
124#define BOOK 8 123#define BOOK 8
125#define CLOCK 9 124#define CLOCK 9
126 125
127/*#define FBULLET 10 */ 126#define ARROW 13
128 127#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 128#define WEAPON 15
134#define ARMOUR 16 129#define ARMOUR 16
135#define PEDESTAL 17 130#define PEDESTAL 17
136#define ALTAR 18 131#define ALTAR 18
137 132
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 133#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 134#define SPECIAL_KEY 21
141#define MAP 22 135#define MAP 22
142#define DOOR 23 136#define DOOR 23
143#define KEY 24 137#define KEY 24
144 138
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 139#define TIMED_GATE 26
147#define TRIGGER 27 140#define TRIGGER 27
148#define GRIMREAPER 28 141#define GRIMREAPER 28
149#define MAGIC_EAR 29 142#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 143#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 144#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 145#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 146#define SHIELD 33
154#define HELMET 34 147#define HELMET 34
155#define HORN 35 148#define HORN 35
156#define MONEY 36 149#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 150#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 151#define GRAVESTONE 38
159#define AMULET 39 152#define AMULET 39
160#define PLAYERMOVER 40 153#define PLAYERMOVER 40
161#define TELEPORTER 41 154#define TELEPORTER 41
162#define CREATOR 42 155#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 156#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 157
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 158#define EARTHWALL 45
168#define GOLEM 46 159#define GOLEM 46
169 160
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 161#define THROWN_OBJ 48
172#define BLINDNESS 49 162#define BLINDNESS 49
173#define GOD 50 163#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 164#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 165 * which notices the presense of
177 /* another object and is triggered */ 166 * another object and is triggered
178 /* like buttons. */ 167 * like buttons.
168 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 169#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 170 * force into a player with a specified string WHEN TRIGGERED.
171 */
181#define DEAD_OBJECT 53 172#define DEAD_OBJECT 53
182#define DRINK 54 173#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 174#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 175 * force into a player with a specified string.
176 */
185#define HOLY_ALTAR 56 177#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 178#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 179#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 180
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 181#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 182 * a monster into a peaceful being incapable of attack.
191#define GEM 60 183 */
184#define GEM 60
192 185
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 186#define FIREWALL 62
195#define ANVIL 63 187#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 188#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 189#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 190 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 191 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 192 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 193 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 194 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 195 * 4 = charm, monsters become pets */
204#define EXIT 66 196#define EXIT 66
205#define ENCOUNTER 67 197#define ENCOUNTER 67
206#define SHOP_FLOOR 68 198#define SHOP_FLOOR 68
207#define SHOP_MAT 69 199#define SHOP_MAT 69
208#define RING 70 200#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 201#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 202#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 203#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 204#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 205#define LIGHTER 75
214 206
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 207#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. */
219 208
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 209
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 210#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 211 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 212 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 213 on chairs, we create a new type and remove all
226 chairs from here. */ 214 chairs from here. */
227#define MONSTER 80 215
228 /* yes, thats a real, living creature */ 216#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 */ 217#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 218
234#define SPELLBOOK 85 219#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 220
238/*#define CONE 88 */ 221#define CLOAK 87
239 222
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 223#define SPINNER 90
243#define GATE 91 224#define GATE 91
244#define BUTTON 92 225#define BUTTON 92
245#define CF_HANDLE 93 226#define CF_HANDLE 93
246#define HOLE 94 227#define HOLE 94
247#define TRAPDOOR 95 228#define TRAPDOOR 95
248 229
249/*#define WORD_OF_RECALL 96 */ 230#define SIGN 98
250 231#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 232#define GLOVES 100
255#define SPELL 101 233#define SPELL 101
256#define SPELL_EFFECT 102 234#define SPELL_EFFECT 102
257#define CONVERTER 103 235#define CONVERTER 103
258#define BRACERS 104 236#define BRACERS 104
259#define POISONING 105 237#define POISONING 105
260#define SAVEBED 106 238#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 239
265/*#define ABILITY 110*/ 240#define WAND 109
241
266#define SCROLL 111 242#define SCROLL 111
267#define DIRECTOR 112 243#define DIRECTOR 112
268#define GIRDLE 113 244#define GIRDLE 113
269#define FORCE 114 245#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 246#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 */ 247#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
248
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 249#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 250#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 251#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 252#define WEAPON_IMPROVER 124
276 253
254#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
255#define DEEP_SWAMP 138
256#define IDENTIFY_ALTAR 139
257
258#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
259
260#define RUNE 154
261#define TRAP 155
262
263#define POWER_CRYSTAL 156
264#define CORPSE 157
265
266#define DISEASE 158
267#define SYMPTOM 159
268#define BUILDER 160 /* Generic item builder, see subtypes */
269#define MATERIAL 161 /* Material for building */
270
271#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
272
273#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
274 potions, alchemy, or magic works here (elmex) */
275
276#define NUM_TYPES 166 // must be max(type) + 1
277
278/* DEAD TYPES: */
279//#define FBULLET 10
280//#define FBALL 11
281//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
282//#define CONFUSION 19
283//#define MMISSILE 25
284/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
285 * experience for broad skill categories. This value
286 * is now automatically converteed at load time.
287 */
288//#define BOMB 47
289//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
290
291/* random crossfire developer: The trap_part, wall, light_source,
292 * misc_object, monster, and spawn_generator
293 * types are not used in any archetypes,
294 * and should perhaps be removed.
295 *
296 * Wed Dec 20 13:35:24 CET 2006:
297 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
298 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
299 * renamed WALL to BUILDABLE_WALL.
300 */
301
302//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
303//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
304//#define MONSTER 80 /* yes, thats a real, living creature */
305//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
306//#define TOOL 84 /* a tool for building objects */
307//#define BUILDFAC 86 /* facilities for building objects */
308//#define CONE 88
309//#define AURA 89 /* aura spell object */
310//#define WORD_OF_RECALL 96
311//#define PARAIMAGE 97
312//#define POISONCLOUD 107
313//#define FIREHOLES 108
314//#define ABILITY 110
277/* unused: 125 - 129 315/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 316 * type 125 was MONEY_CHANGER
279 */ 317 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 318//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 319//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 320//#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 */ 321//#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 */ 322//#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) */
306 323
307/* END TYPE DEFINE */ 324/* END TYPE DEFINE */
308 325
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 326#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 327
401 * If any FLAG's are added or changed, make sure the flag_names structure in 418 * If any FLAG's are added or changed, make sure the flag_names structure in
402 * common/loader.l is updated. 419 * common/loader.l is updated.
403 */ 420 */
404 421
405/* Basic routines to do above */ 422/* Basic routines to do above */
406#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 423#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
407#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 424#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
408#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 425#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
409 426
410/* the flags */ 427/* the flags */
411 428
412#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 429#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
413#define FLAG_WIZ 1 /* Object has special privilegies */ 430#define FLAG_WIZ 1 /* Object has special privilegies */
414#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 431#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
415#define FLAG_FREED 3 /* Object is in the list of free objects */ 432#define FLAG_FREED 3 /* Object is in the list of free objects */
416#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 433//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
417#define FLAG_APPLIED 5 /* Object is ready for use by living */ 434#define FLAG_APPLIED 5 /* Object is ready for use by living */
418#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 435#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
419#define FLAG_USE_SHIELD 7 436#define FLAG_USE_SHIELD 7
420 /* Can this creature use a shield? */ 437 /* Can this creature use a shield? */
421 438
422#define FLAG_NO_PICK 8 /* Object can't be picked up */ 439#define FLAG_NO_PICK 8 /* Object can't be picked up */
423 440
424 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 441/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
425
426 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 442/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
443
427#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 444#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
428 445
429 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 446/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
430
431 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 447/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
448
432#define FLAG_MONSTER 14 /* Will attack players */ 449#define FLAG_MONSTER 14 /* Will attack players */
433#define FLAG_FRIENDLY 15 /* Will help players */ 450#define FLAG_FRIENDLY 15 /* Will help players */
434 451
435#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 452#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
436#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 453#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
437#define FLAG_AUTO_APPLY 18 454#define FLAG_AUTO_APPLY 18
438 /* Will be applied when created */ 455 /* Will be applied when created */
439#define FLAG_TREASURE 19 /* Will generate treasure when applied */ 456#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
440#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 457#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
441#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 458#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
442#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 459#define FLAG_CAN_ROLL 22 /* Object can be rolled */
443#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 460#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
444#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 461#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
445 462
446 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 463/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
447
448 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 464/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
449
450 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 465/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
466
451#define FLAG_IS_USED_UP 28 467#define FLAG_IS_USED_UP 28
452 /* When (--food<0) the object will exit */ 468 /* When (--food<0) the object will exit */
453#define FLAG_IDENTIFIED 29 469#define FLAG_IDENTIFIED 29
454 /* Player knows full info about item */ 470 /* Player knows full info about item */
455#define FLAG_REFLECTING 30 471#define FLAG_REFLECTING 30
456 /* Object reflects from walls (lightning) */ 472 /* Object reflects from walls (lightning) */
457#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 473#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
458 474
459/* Start of values in flags[1] */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 475#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461#define FLAG_HITBACK 33 /* Object will hit back when hit */ 476#define FLAG_HITBACK 33 /* Object will hit back when hit */
462#define FLAG_STARTEQUIP 34 477#define FLAG_STARTEQUIP 34
463 /* Object was given to player at start */ 478 /* Object was given to player at start */
464#define FLAG_BLOCKSVIEW 35 479#define FLAG_BLOCKSVIEW 35
475#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 490#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
476#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 491#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
477#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 492#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
478 but can still attack at a distance */ 493 but can still attack at a distance */
479 494
480 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 495/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
481 thru this object as if it wasn't there */ 496 thru this object as if it wasn't there */
482 497/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
483 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
484 498
485#define FLAG_PICK_UP 48 /* Can pick up */ 499#define FLAG_PICK_UP 48 /* Can pick up */
486#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 500#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
487#define FLAG_NO_DROP 50 /* Object can't be dropped */ 501#define FLAG_NO_DROP 50 /* Object can't be dropped */
488#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 502#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
497 /* (Monster) can wear armour/shield/helmet */ 511 /* (Monster) can wear armour/shield/helmet */
498#define FLAG_USE_WEAPON 57 512#define FLAG_USE_WEAPON 57
499 /* (Monster) can wield weapons */ 513 /* (Monster) can wield weapons */
500#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 514#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
501#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 515#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
502#define FLAG_READY_BOW 60 /* not implemented yet */ 516#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
503#define FLAG_XRAYS 61 /* X-ray vision */ 517#define FLAG_XRAYS 61 /* X-ray vision */
504#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 518#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
505#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 519#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
506 520
507/* Start of values in flags[2] */
508#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 521#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
509#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 522#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
510#define FLAG_SLEEP 66 /* NPC is sleeping */ 523#define FLAG_SLEEP 66 /* NPC is sleeping */
511#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 524#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
512#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 525#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
525 538
526#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 539#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
527#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 540#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
528#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 541#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
529 542
530/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 543#define FLAG_PRECIOUS 83 // object is precious (pets)
531#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 544#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
532#define FLAG_MAKE_INVIS 85 545#define FLAG_MAKE_INVIS 85
533 /* (Item) gives invisibility when applied */ 546 /* (Item) gives invisibility when applied */
534#define FLAG_INV_LOCKED 86 547#define FLAG_INV_LOCKED 86
535 /* Item will not be dropped from inventory */ 548 /* Item will not be dropped from inventory */
541#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 554#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
542#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 555#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
543#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 556#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
544#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 557#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
545 558
546 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 559/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
547 560
548/* Start of values in flags[3] */
549#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 561#define FLAG_NO_STEAL 96 /* Item can't be stolen */
550#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 562#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
551 * away (replaces ghosthit) 563 * away (replaces ghosthit)
552 */ 564 */
553#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 565#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
560 object */ 572 object */
561#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 573#define FLAG_NEUTRAL 100 /* monster is from type neutral */
562#define FLAG_NO_ATTACK 101 /* monster don't attack */ 574#define FLAG_NO_ATTACK 101 /* monster don't attack */
563#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
564#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
565 * load_original_map() */ 577 * load_original_map() */
566#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
567 * the overlay, and is not subject to 579 * the overlay, and is not subject to
568 * decay. */ 580 * decay. */
569#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
570#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
571#define FLAG_IS_WATER 107 583#define FLAG_IS_WATER 107
572#define FLAG_CONTENT_ON_GEN 108 584#define FLAG_CONTENT_ON_GEN 108
573#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
574#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 586#define FLAG_IS_BUILDABLE 110 /* Can build on item */
575#define FLAG_AFK 111 /* Player is AFK */ 587#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
588#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
589
576#define NUM_FLAGS 111 /* Should always be equal to the last 590#define NUM_FLAGS 113 /* Should always be equal to the last
577 * defined flag. If you change this, 591 * defined flag + 1. If you change this,
578 * make sure you update the flag_links 592 * make sure you update the flag_links
579 * in common/loader.l 593 * in common/loader.l
580 */ 594 */
581 595
582/* Values can go up to 127 before the size of the flags array in the 596/* Values can go up to 127 before the size of the flags array in the
583 * object structure needs to be enlarged. 597 * object structure needs to be enlarged.
584 * So there are 18 available flags slots 598 * So there are 18 available flags slots
585 */ 599 */
586 600
587
588#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 601#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
589
590#if 0
591
592/* These should no longer be needed - access move_slow_penalty
593 * directly.
594 */
595# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
596# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
597#endif
598 602
599/* If you add new movement types, you may need to update 603/* If you add new movement types, you may need to update
600 * describe_item() so properly describe those types. 604 * describe_item() so properly describe those types.
601 * change_abil() probably should be updated also. 605 * change_abil() probably should be updated also.
602 */ 606 */
603#define MOVE_WALK 0x1 /* Object walks */ 607#define MOVE_WALK 0x01 /* Object walks */
604#define MOVE_FLY_LOW 0x2 /* Low flying object */ 608#define MOVE_FLY_LOW 0x02 /* Low flying object */
605#define MOVE_FLY_HIGH 0x4 /* High flying object */ 609#define MOVE_FLY_HIGH 0x04 /* High flying object */
606#define MOVE_FLYING 0x6 610#define MOVE_FLYING 0x06
607 /* Combo of fly_low and fly_high */ 611 /* Combo of fly_low and fly_high */
608#define MOVE_SWIM 0x8 /* Swimming object */ 612#define MOVE_SWIM 0x08 /* Swimming object */
609#define MOVE_BOAT 0x10 /* Boats/sailing */ 613#define MOVE_BOAT 0x10 /* Boats/sailing */
614#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
615
610#define MOVE_ALL 0x1f /* Mask of all movement types */ 616#define MOVE_ALL 0x3f /* Mask of all movement types */
611
612/* the normal assumption is that objects are walking/flying.
613 * So often we don't want to block movement, but still don't want
614 * to allow all types (swimming is rather specialized) - I also
615 * expect as more movement types show up, this is likely to get
616 * updated. Basically, this is the default for spaces that allow
617 * movement - anything but swimming right now. If you really
618 * want nothing at all, then can always set move_block to 0
619 */
620#define MOVE_BLOCK_DEFAULT MOVE_SWIM
621 617
622/* typdef here to define type large enough to hold bitmask of 618/* typdef here to define type large enough to hold bitmask of
623 * all movement types. Make one declaration so easy to update. 619 * all movement types. Make one declaration so easy to update.
624 * uint8 is defined yet, so just use what that would define it 620 * uint8 is defined yet, so just use what that would define it
625 * at anyways. 621 * at anyways.
637 * Add check - if type is 0, don't stop anything from moving 633 * Add check - if type is 0, don't stop anything from moving
638 * onto it. 634 * onto it.
639 * 635 *
640 */ 636 */
641#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 637#define OB_TYPE_MOVE_BLOCK(ob1, type) \
642 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 638 ((type) && (ob1->move_type & type) == ob1->move_type)
643 639
644 640
645#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 641#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
646#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 642#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
647#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 643#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
674#define EXIT_Y(xyz) (xyz)->stats.sp 670#define EXIT_Y(xyz) (xyz)->stats.sp
675#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 671#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
676#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 672#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
677 673
678/* for use by the lighting code */ 674/* for use by the lighting code */
679#define MAX_LIGHT_RADII 4 675#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
680 /* max radii for 'light' object, really
681 * large values allow objects that can 676 * large values allow objects that can
682 * slow down the game */ 677 * slow down the game */
683#define MAX_DARKNESS 5 /* maximum map darkness, there is no 678#define MAX_DARKNESS 5 /* maximum map darkness, there is no
684 * practical reason to exceed this */ 679 * practical reason to exceed this */
685#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 680#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
711#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 706#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
712#define FIRE_DIRECTIONAL 0 707#define FIRE_DIRECTIONAL 0
713#define FIRE_POSITIONAL 1 708#define FIRE_POSITIONAL 1
714 709
715/******************************************************************************/ 710/******************************************************************************/
716
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 711/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718
719/******************************************************************************/ 712/******************************************************************************/
720
721/* if your monsters start acting wierd, mail me */ 713/* if your monsters start acting wierd, mail me */
722
723/******************************************************************************/ 714/******************************************************************************/
724
725/* the following definitions are for the attack_movement variable in monsters */ 715/* the following definitions are for the attack_movement variable in monsters */
726
727/* if the attack_variable movement is left out of the monster archetype, or is*/ 716/* if the attack_variable movement is left out of the monster archetype, or is*/
728
729/* set to zero */ 717/* set to zero */
730
731/* the standard mode of movement from previous versions of crossfire will be */ 718/* the standard mode of movement from previous versions of crossfire will be */
732
733/* used. the upper four bits of movement data are not in effect when the monst*/ 719/* used. the upper four bits of movement data are not in effect when the monst*/
734
735/* er has an enemy. these should only be used for non agressive monsters. */ 720/* er has an enemy. these should only be used for non agressive monsters. */
736
737/* to program a monsters movement add the attack movement numbers to the movem*/ 721/* to program a monsters movement add the attack movement numbers to the movem*/
738
739/* ment numbers example a monster that moves in a circle until attacked and */ 722/* ment numbers example a monster that moves in a circle until attacked and */
740
741/* then attacks from a distance: */ 723/* then attacks from a distance: */
742
743/* CIRCLE1 = 32 */ 724/* CIRCLE1 = 32 */
744
745/* + DISTATT = 1 */ 725/* + DISTATT = 1 */
746
747/* ------------------- */ 726/* ------------------- */
748
749/* attack_movement = 33 */ 727/* attack_movement = 33 */
750
751/******************************************************************************/ 728/******************************************************************************/
752#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 729#define DISTATT 1 /* move toward a player if far, but mantain some space, */
753 /* attack from a distance - good for missile users only */ 730 /* attack from a distance - good for missile users only */
754#define RUNATT 2 /* run but attack if player catches up to object */ 731#define RUNATT 2 /* run but attack if player catches up to object */
755#define HITRUN 3 /* run to then hit player then run away cyclicly */ 732#define HITRUN 3 /* run to then hit player then run away cyclicly */
789 /* changing directions */ 766 /* changing directions */
790 /* this is VERTICAL movement */ 767 /* this is VERTICAL movement */
791#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 768#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
792#define HI4 240 769#define HI4 240
793 770
794/*
795 * Use of the state-variable in player objects:
796 */
797
798#define ST_PLAYING 0
799#define ST_PLAY_AGAIN 1
800#define ST_ROLL_STAT 2
801#define ST_CHANGE_CLASS 3
802#define ST_CONFIRM_QUIT 4
803#define ST_CONFIGURE 5
804#define ST_GET_NAME 6
805#define ST_GET_PASSWORD 7
806#define ST_CONFIRM_PASSWORD 8
807#define ST_GET_PARTY_PASSWORD 10
808
809#define BLANK_FACE_NAME "blank.111" 771#define BLANK_FACE_NAME "blank.x11"
810#define EMPTY_FACE_NAME "empty.111" 772#define EMPTY_FACE_NAME "empty.x11"
811#define DARK_FACE1_NAME "dark1.111"
812#define DARK_FACE2_NAME "dark2.111"
813#define DARK_FACE3_NAME "dark3.111"
814#define SMOOTH_FACE_NAME "default_smoothed.111"
815 773
816/* 774/*
817 * Defines for the luck/random functions to make things more readable 775 * Defines for the luck/random functions to make things more readable
818 */ 776 */
819 777
909 } 867 }
910 868
911/* Flags for apply_special() */ 869/* Flags for apply_special() */
912enum apply_flag 870enum apply_flag
913{ 871{
914 /* Basic flags, always use one of these */ 872 /* Basic flags/mode, always use one of these */
915 AP_NULL = 0, 873 AP_TOGGLE = 0,
916 AP_APPLY = 1, 874 AP_APPLY = 1,
917 AP_UNAPPLY = 2, 875 AP_UNAPPLY = 2,
918 876
919 AP_BASIC_FLAGS = 15, 877 AP_BASIC_FLAGS = 0x0f,
920 878
921 /* Optional flags, for bitwise or with a basic flag */ 879 /* Optional flags, for bitwise or with a basic flag */
922 AP_NO_MERGE = 16, 880 AP_NO_MERGE = 0x10,
923 AP_IGNORE_CURSE = 32, 881 AP_IGNORE_CURSE = 0x20,
924 AP_PRINT = 64 /* Print what to do, don't actually do it */ 882 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
925 /* Note this is supported in all the functions */ 883 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
926}; 884};
927 885
928/* Bitmask values for 'can_apply_object()' return values. 886/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 887 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 888 * are returned from.
956#define CAN_APPLY_NOT_MASK 0xf 914#define CAN_APPLY_NOT_MASK 0xf
957#define CAN_APPLY_UNAPPLY 0x10 915#define CAN_APPLY_UNAPPLY 0x10
958#define CAN_APPLY_UNAPPLY_MULT 0x20 916#define CAN_APPLY_UNAPPLY_MULT 0x20
959#define CAN_APPLY_UNAPPLY_CHOICE 0x40 917#define CAN_APPLY_UNAPPLY_CHOICE 0x40
960 918
961/* Cut off point of when an object is put on the active list or not */ 919// Cut off point of when an object is put on the active list or not
962#define MIN_ACTIVE_SPEED 0.00001 920// we use 2**-n because that can be represented exactly
921// also make sure that this is a float, not double, constant
922#define MIN_ACTIVE_SPEED (1.f / 65536.f)
963 923
964/* 924#define RANDOM() (rndm.next () & 0xffffffU)
965 * random() is much better than rand(). If you have random(), use it instead. 925#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
966 * You shouldn't need to change any of this
967 *
968 * 0.93.3: It looks like linux has random (previously, it was set below
969 * to use rand). Perhaps old version of linux lack rand? IF you run into
970 * problems, add || defined(__linux__) the #if immediately below.
971 *
972 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
973 * here.
974 */
975
976#define RANDOM() random()
977#define SRANDOM(xyz) srandom(xyz)
978 926
979/* Returns the weight of the given object. Note: it does not take the number of 927/* Returns the weight of the given object. Note: it does not take the number of
980 * items (nrof) into account. 928 * items (nrof) into account.
981 */ 929 */
982#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 930#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
996#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 944#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
997#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 945#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
998#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} 946#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
999#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 947#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1000 948
1001 /* You may uncomment following define to check sanity of code.
1002 * But use as debug only (loses all speed gained by those macros)
1003 */
1004
1005/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1006 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1007
1008
1009
1010
1011
1012
1013
1014/* 949/*
1015 * Warning! 950 * Warning!
1016 * If you add message types here, don't forget 951 * If you add message types here, don't forget
1017 * to keep the client up to date too! 952 * to keep the client up to date too!
1018 */ 953 */
1019
1020 954
1021/* message types */ 955/* message types */
1022#define MSG_TYPE_BOOK 1 956#define MSG_TYPE_BOOK 1
1023#define MSG_TYPE_CARD 2 957#define MSG_TYPE_CARD 2
1024#define MSG_TYPE_PAPER 3 958#define MSG_TYPE_PAPER 3

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines