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Comparing deliantra/server/include/define.h (file contents):
Revision 1.20 by elmex, Mon Dec 18 17:10:07 2006 UTC vs.
Revision 1.135 by root, Wed May 4 19:04:44 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file is best viewed with a window width of about 100 character */ 25/* This file is best viewed with a window width of about 100 character */
25 26
26/* This file is really too large. With all the .h files 27/* This file is really too large. With all the .h files
27 * around, this file should be better split between them - things 28 * around, this file should be better split between them - things
31 */ 32 */
32 33
33#ifndef DEFINE_H 34#ifndef DEFINE_H
34#define DEFINE_H 35#define DEFINE_H
35 36
36/*
37 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
38 * Thus the prototypes made by cextract don't get included correctly.
39 */
40#if !defined(__STDC__)
41
42/* Removed # from start of following line. makedepend was picking it up.
43 * The following should still hopefully result in an error.
44 */
45error - Your ANSI C compiler should be defining __STDC__;
46#endif
47
48#include <autoconf.h> 37#include <autoconf.h>
49 38
50#define FONTDIR "" 39#define FONTDIR ""
51#define FONTNAME "" 40#define FONTNAME ""
52
53/* Decstations have trouble with fabs()... */
54#define FABS(x) ((x)<0?-(x):(x))
55 41
56#ifdef __NetBSD__ 42#ifdef __NetBSD__
57# include <sys/param.h> 43# include <sys/param.h>
58#endif 44#endif
59#ifndef MIN
60# define MIN(x,y) ((x)<(y)?(x):(y))
61#endif
62#ifndef MAX
63# define MAX(x,y) ((x)>(y)?(x):(y))
64#endif
65 45
66/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 46#define MAXNUMLEVELS 256 // maximum number of levels possible
67#ifndef NAME_MAX 47#define MAXLEVEL_TREASURE 115 // for treasure calculations only
68# define NAME_MAX 255
69#endif
70 48
71/* MAX3 is basically like MAX, but instead does 3 values. */ 49// maximum length of an object name in the protocol
72#ifndef MAX3 50#define NAME_LEN 127
73# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
74#endif
75
76/* MIN3 is basically like MIN, but instead does 3 values. */
77#ifndef MIN3
78# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
79#endif
80 51
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 52#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 53#define MIN_STAT 1 /* The minimum legal value of any stat */
83 54
55#define MAX_FOOD 999
56
57//TODO: not only use more reasonable values, also enforce them
58#define MIN_WC -120
59#define MAX_WC 120
60#define MIN_AC -120
84#define MAX_BUF 1024 61#define MAX_AC 120
85 /* Used for all kinds of things */ 62#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 63#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 64#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 65#define MAX_DIGESTION 70
89 66
90#define FONTSIZE 3000 /* Max chars in font */ 67#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 68
94#define MAX_NAME 48 69#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 70
97/* Fatal variables: */ 71#define ATTUNE_REPELL 16 // levels diff for attune/repell
98#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2
101#define TOO_MANY_ERRORS 3
102 72
103/* TYPE DEFINES */ 73/* TYPE DEFINES */
104 74
105/* Only add new values to this list if somewhere in the program code, 75/* Only add new values to this list if somewhere in the program code,
106 * it is actually needed. Just because you add a new monster does not 76 * it is actually needed. Just because you add a new monster does not
110 * flags 80 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 81 * Also, if you add new entries, try and fill up the holes in this list.
112 * Additionally, when you add a new entry, include it in the table in item.c 82 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 83 */
114 84
115/* type 0 will be undefined and shows a non valid type information */ 85/* USED TYPES: (for dead types please look at the bottom of the type
86 * definitions)
87 */
116 88
117#define PLAYER 1 89/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 90
119#define ROD 3 91#define PLAYER 1
92#define TRANSPORT 2 /* see pod/objects.pod */
93#define ROD 3
120#define TREASURE 4 94#define TREASURE 4
121#define POTION 5 95#define POTION 5
122#define FOOD 6 96#define FOOD 6
123#define POISON 7 97#define POISON 7
124#define BOOK 8 98#define BOOK 8
125#define CLOCK 9 99#define CLOCK 9
126 100#define VEIN 10 // deliantra: mineral/ore/whatever vein
127/*#define FBULLET 10 */ 101#define RANGED 11 // deliantra: other range item (skill based)
128 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
129/*#define FBALL 11 */ 103#define ARROW 13
130#define LIGHTNING 12 104#define BOW 14
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 105#define WEAPON 15
134#define ARMOUR 16 106#define ARMOUR 16
135#define PEDESTAL 17 107#define PEDESTAL 17
136#define ALTAR 18 108#define ALTAR 18
137 109#define T_MATCH 19
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
141#define MAP 22 112#define MAP 22
142#define DOOR 23 113#define DOOR 23
143#define KEY 24 114#define KEY 24
144 115#define PHYSICS 25 // deliantra: "things that move"
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 116#define TIMED_GATE 26
147#define TRIGGER 27 117#define TRIGGER 27
148#define GRIMREAPER 28 118#define GRIMREAPER 28
149#define MAGIC_EAR 29 119#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 121#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 122#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 123#define SHIELD 33
154#define HELMET 34 124#define HELMET 34
155#define HORN 35 125#define HORN 35
156#define MONEY 36 126#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 127#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 128#define GRAVESTONE 38
159#define AMULET 39 129#define AMULET 39
160#define PLAYERMOVER 40 130#define PLAYERMOVER 40
161#define TELEPORTER 41 131#define TELEPORTER 41
162#define CREATOR 42 132#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 134#define IDENTIFY_ALTAR 44
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 135#define EARTHWALL 45
168#define GOLEM 46 136#define GOLEM 46
169 137#define DEEP_SWAMP 47
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 138#define THROWN_OBJ 48
172#define BLINDNESS 49 139#define BLINDNESS 49
173#define GOD 50 140#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 141#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 142 * which notices the presense of
177 /* another object and is triggered */ 143 * another object and is triggered
178 /* like buttons. */ 144 * like buttons.
145 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 146#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 147 * force into a player with a specified string WHEN TRIGGERED.
148 */
181#define DEAD_OBJECT 53 149#define DEAD_OBJECT 53
182#define DRINK 54 150#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 151#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 152 * force into a player with a specified string.
153 */
185#define HOLY_ALTAR 56 154#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 155#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 156#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 157
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 158#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 159 * a monster into a peaceful being incapable of attack.
191#define GEM 60 160 */
192 161#define GEM 60
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */ 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
194#define FIREWALL 62 163#define FIREWALL 62
195#define ANVIL 63 164#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 165#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
197#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
198 * values of last_sp set how to change: 167 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
204#define EXIT 66 173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
176#define EXIT 66
205#define ENCOUNTER 67 177#define ENCOUNTER 67
206#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
207#define SHOP_MAT 69 179#define SHOP_MAT 69
208#define RING 70 180#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
210#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 185#define LIGHTER 75
214 186//76
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
216 * types are not used in any archetypes, and should perhaps be removed. 188//78
217 */
218#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
219
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 189#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
226 chairs from here. */ 193 chairs from here. */
227#define MONSTER 80 194//80
228 /* yes, thats a real, living creature */ 195#define TORCH 81 /* a torch */
229#define SPAWN_GENERATOR 81 196#define LAMP 82 /* a lamp */
230 /* a spawn point or monster generator object */
231#define LAMP 82 /* a lamp */
232#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 198//84
234#define SPELLBOOK 85 199#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */ 200//86
236#define CLOAK 87 201#define CLOAK 87
237 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
238/*#define CONE 88 */ 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
239 204 potions, alchemy, or magic works here (elmex) */
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 205#define SPINNER 90
243#define GATE 91 206#define GATE 91
244#define BUTTON 92 207#define BUTTON 92
245#define CF_HANDLE 93 208#define T_HANDLE 93
246#define HOLE 94 209#define HOLE 94
247#define TRAPDOOR 95 210#define TRAPDOOR 95
248 211#define RUNE 96
249/*#define WORD_OF_RECALL 96 */ 212#define TRAP 97
250 213#define SIGN 98
251/*#define PARAIMAGE 97 */ 214#define BOOTS 99
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 215#define GLOVES 100
255#define SPELL 101 216#define SPELL 101
256#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
257#define CONVERTER 103 218#define CONVERTER 103
258#define BRACERS 104 219#define BRACERS 104
259#define POISONING 105 220#define POISONING 105
260#define SAVEBED 106 221#define SAVEBED 106
261#define POISONCLOUD 107 222#define DISEASE 107
262#define FIREHOLES 108 223#define SYMPTOM 108
263#define WAND 109 224#define WAND 109
264 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
265/*#define ABILITY 110*/
266#define SCROLL 111 226#define SCROLL 111
267#define DIRECTOR 112 227#define DIRECTOR 112
268#define GIRDLE 113 228#define GIRDLE 113
269#define FORCE 114 229#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 230#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
271#define EVENT_CONNECTOR 116/* Lauwenmark: an invisible object holding a plugin event hook */ 231#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 236#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 237#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
276
277/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER
279 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
281#define DEEP_SWAMP 138
282#define IDENTIFY_ALTAR 139
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 */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
299#define MATERIAL 161/* Material for building */ 241#define MATERIAL 126 /* Material for building */
300 242
301/* #define GPS 162 Ground positionning system, moved to Python plugin */ 243#define NUM_TYPES 127 // must be max(type) + 1
302#define ITEM_TRANSFORMER 163/* Transforming one item with another */
303#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) */
306 244
307/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
308 246
247typedef std::bitset<NUM_TYPES> typeset;
248
249/* These are the items that currently can change digestion, regeneration,
250 * spell point recovery and mana point recovery. Seems sort of an arbitary
251 * list, but other items store other info into stats array.
252 * As a special exception, bows use stats.sp for their own purposes.
253 */
254static const struct digest_types : typeset
255{
256 digest_types ()
257 {
258 set (WEAPON);
259 set (BOW);
260 set (ARMOUR);
261 set (HELMET);
262 set (SHIELD);
263 set (RING);
264 set (BOOTS);
265 set (GLOVES);
266 set (AMULET);
267 set (GIRDLE);
268 set (BRACERS);
269 set (CLOAK);
270 set (DISEASE);
271 set (FORCE);
272 set (SKILL);
273 }
274} digest_types;
275
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 276// maximum supported subtype number + 1, can be increased to 256
277// currently (2007-09) in use: 50
278#define NUM_SUBTYPES 64
310 279
311/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
312#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
313#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
314 283
315/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
316#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
317#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
318#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 287#define ST_MAT_ITEM 3 /* All other items, including doors & such */
349#define PU_NOTHING 0x00000000 318#define PU_NOTHING 0x00000000
350 319
351#define PU_DEBUG 0x10000000 320#define PU_DEBUG 0x10000000
352#define PU_INHIBIT 0x20000000 321#define PU_INHIBIT 0x20000000
353#define PU_STOP 0x40000000 322#define PU_STOP 0x40000000
354#define PU_NEWMODE 0x80000000 323#define PU_ENABLE 0x80000000 // used to distinguish value density
355 324
356#define PU_RATIO 0x0000000F 325#define PU_RATIO 0x0000000F
357 326
358#define PU_FOOD 0x00000010 327#define PU_FOOD 0x00000010
359#define PU_DRINK 0x00000020 328#define PU_DRINK 0x00000020
389 * freearr, add these values. <= SIZEOFFREE1 will get you 358 * freearr, add these values. <= SIZEOFFREE1 will get you
390 * within 1 space. <= SIZEOFFREE2 wll get you withing 359 * within 1 space. <= SIZEOFFREE2 wll get you withing
391 * 2 spaces, and the entire array (< SIZEOFFREE) is 360 * 2 spaces, and the entire array (< SIZEOFFREE) is
392 * three spaces 361 * three spaces
393 */ 362 */
363#define SIZEOFFREE0 0
394#define SIZEOFFREE1 8 364#define SIZEOFFREE1 8
395#define SIZEOFFREE2 24 365#define SIZEOFFREE2 24
366#define SIZEOFFREE3 48
396#define SIZEOFFREE 49 367#define SIZEOFFREE 49
397 368
398#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 369#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
399 370
400/* 371/*
401 * If any FLAG's are added or changed, make sure the flag_names structure in 372 * If any FLAG's are added or changed, make sure the flag_names structure in
402 * common/loader.l is updated. 373 * common/loader.C is updated.
403 */ 374 */
404
405/* Basic routines to do above */
406#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
407#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
408#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
409 375
410/* the flags */ 376/* the flags */
411 377
412#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 378#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
413#define FLAG_WIZ 1 /* Object has special privilegies */ 379#define FLAG_WIZ 1 /* Object has special privilegies */
414#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 380#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
415#define FLAG_FREED 3 /* Object is in the list of free objects */ 381#define FLAG_FREED 3 /* Object is in the list of free objects */
416#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 382#define FLAG_WIZLOOK 4 /* disable los and lighting */
417#define FLAG_APPLIED 5 /* Object is ready for use by living */ 383#define FLAG_APPLIED 5 /* Object is ready for use by living */
418#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 384#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
419#define FLAG_USE_SHIELD 7 385#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
420 /* Can this creature use a shield? */
421
422#define FLAG_NO_PICK 8 /* Object can't be picked up */ 386#define FLAG_NO_PICK 8 /* Object can't be picked up */
423 387/*#define FLAG_WALK_ON 9*/
424 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 388/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
425
426 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
427#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 389#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
428 390/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
429 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 391/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
430 392#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
431 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
432#define FLAG_MONSTER 14 /* Will attack players */ 393#define FLAG_MONSTER 14 /* Will attack players */
433#define FLAG_FRIENDLY 15 /* Will help players */ 394#define FLAG_FRIENDLY 15 /* Will help players */
434
435#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 395#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
436#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 396#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
437#define FLAG_AUTO_APPLY 18 397#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
438 /* Will be applied when created */ 398#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
439 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
440#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 399#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
441#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 400#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
442#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 401#define FLAG_CAN_ROLL 22 /* Object can be rolled */
443#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 402#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
444#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 403#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
445 404/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
446 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 405/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
447
448 /*#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 */ 406/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
451#define FLAG_IS_USED_UP 28 407#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
452 /* When (--food<0) the object will exit */ 408#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
453#define FLAG_IDENTIFIED 29 409#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
454 /* Player knows full info about item */ 410#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
455#define FLAG_REFLECTING 30
456 /* Object reflects from walls (lightning) */
457#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
458
459/* Start of values in flags[1] */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 411#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461#define FLAG_HITBACK 33 /* Object will hit back when hit */ 412#define FLAG_HITBACK 33 /* Object will hit back when hit */
462#define FLAG_STARTEQUIP 34 413#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
463 /* Object was given to player at start */ 414#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
464#define FLAG_BLOCKSVIEW 35
465 /* Object blocks view */
466#define FLAG_UNDEAD 36 /* Monster is undead */ 415#define FLAG_UNDEAD 36 /* Monster is undead */
467#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 416#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
468#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 417#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
469#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 418#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
470 419#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
471#define FLAG_REFL_SPELL 40
472 /* Spells (some) will reflect from object */
473#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 420#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
474#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 421//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
475#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 422#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
476#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 423#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
477#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 424#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
478 but can still attack at a distance */ 425 but can still attack at a distance */
479 426/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
480 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
481 thru this object as if it wasn't there */ 427 thru this object as if it wasn't there */
482 428/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
483 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
484
485#define FLAG_PICK_UP 48 /* Can pick up */ 429#define FLAG_PICK_UP 48 /* Can pick up */
486#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 430#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
487#define FLAG_NO_DROP 50 /* Object can't be dropped */ 431#define FLAG_NO_DROP 50 /* Object can't be dropped */
488#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 432#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
489#define FLAG_CAST_SPELL 52 433#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
490 /* (Monster) can learn and cast spells */ 434#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
491#define FLAG_USE_SCROLL 53
492 /* (Monster) can read scroll */
493#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 435#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
494#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 436#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
495 437#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
496#define FLAG_USE_ARMOUR 56 438#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
497 /* (Monster) can wear armour/shield/helmet */
498#define FLAG_USE_WEAPON 57
499 /* (Monster) can wield weapons */
500#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 439#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) */ 440#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
502#define FLAG_READY_BOW 60 /* not implemented yet */ 441#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
503#define FLAG_XRAYS 61 /* X-ray vision */ 442#define FLAG_XRAYS 61 /* X-ray vision */
504#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 443#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 */ 444#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
506
507/* Start of values in flags[2] */
508#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 445#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
509#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 446#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
510#define FLAG_SLEEP 66 /* NPC is sleeping */ 447#define FLAG_SLEEP 66 /* NPC is sleeping */
511#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 448#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
512#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 449#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
513#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 450#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
514#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 451#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
515#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 452#define FLAG_STEALTH 71 /* Will wake monsters with less range */
516
517#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 453#define FLAG_WIZPASS 72 /* The wizard can go through walls */
518#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 454#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
519#define FLAG_CURSED 74 /* The object is cursed */ 455#define FLAG_CURSED 74 /* The object is cursed */
520#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 456#define FLAG_DAMNED 75 /* The object is _very_ cursed */
521#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 457#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
522#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 458#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
523#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 459#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
524#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 460#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
525
526#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 461#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 */ 462#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 */ 463#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
529 464#define FLAG_PRECIOUS 83 // object is precious (pets)
530/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
531#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 465#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
532#define FLAG_MAKE_INVIS 85 466#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
533 /* (Item) gives invisibility when applied */ 467#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
534#define FLAG_INV_LOCKED 86
535 /* Item will not be dropped from inventory */
536#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 468#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
537
538#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 469#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
539#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 470#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
540#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 471#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
541#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 472#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) */ 473#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
543#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 474#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
544#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 475#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
545 476/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
546 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
547
548/* Start of values in flags[3] */
549#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 477#define FLAG_NO_STEAL 96 /* Item can't be stolen */
550#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 478#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
551 * away (replaces ghosthit) 479 * away (replaces ghosthit)
552 */ 480 */
553#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 481#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
554 * detect cases were the server is trying
555 * to send an upditem when we have not
556 * actually sent the item.
557 */ 482
558
559#define FLAG_BERSERK 99 /* monster will attack closest living 483#define FLAG_BERSERK 99 /* monster will attack closest living
560 object */ 484 object */
561#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 485#define FLAG_NEUTRAL 100 /* monster is from type neutral */
562#define FLAG_NO_ATTACK 101 /* monster don't attack */ 486#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
563#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 487#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
564#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 488#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
565 * load_original_map() */ 489 * load_original_map() */
566#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 490#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
567 * the overlay, and is not subject to
568 * decay. */
569#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 491#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' */ 492#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
571#define FLAG_IS_WATER 107 493#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
572#define FLAG_CONTENT_ON_GEN 108 494#define FLAG_CONTENT_ON_GEN 108
573#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 495#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
574#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 496#define FLAG_IS_BUILDABLE 110 /* Can build on item */
575#define FLAG_AFK 111 /* Player is AFK */ 497#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
498#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
499#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
500 * (for the quads world for instance)
501 */
502
503// temporary assignments
504#define FLAG_PHYSICS_QUEUE 114 // object queued for physics
505
576#define NUM_FLAGS 111 /* Should always be equal to the last 506#define NUM_FLAGS 115 /* Should always be equal to the last
577 * defined flag. If you change this, 507 * defined flag + 1. If you change this,
578 * make sure you update the flag_links 508 * make sure you update the flag_links
579 * in common/loader.l 509 * in common/loader.l
580 */ 510 */
581
582/* Values can go up to 127 before the size of the flags array in the
583 * object structure needs to be enlarged.
584 * So there are 18 available flags slots
585 */
586
587
588#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
598 511
599/* If you add new movement types, you may need to update 512/* If you add new movement types, you may need to update
600 * describe_item() so properly describe those types. 513 * describe_item() so properly describe those types.
601 * change_abil() probably should be updated also. 514 * change_abil() probably should be updated also.
602 */ 515 */
603#define MOVE_WALK 0x1 /* Object walks */ 516#define MOVE_WALK 0x01 /* Object walks */
604#define MOVE_FLY_LOW 0x2 /* Low flying object */ 517#define MOVE_FLY_LOW 0x02 /* Low flying object */
605#define MOVE_FLY_HIGH 0x4 /* High flying object */ 518#define MOVE_FLY_HIGH 0x04 /* High flying object */
606#define MOVE_FLYING 0x6
607 /* Combo of fly_low and fly_high */
608#define MOVE_SWIM 0x8 /* Swimming object */ 519#define MOVE_SWIM 0x08 /* Swimming object */
609#define MOVE_BOAT 0x10 /* Boats/sailing */ 520#define MOVE_BOAT 0x10 /* Boats/sailing */
521#define MOVE_SHIP 0x20 /* boats suitable for oceans */
522
523#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
610#define MOVE_ALL 0x1f /* Mask of all movement types */ 524#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
621 525
622/* typdef here to define type large enough to hold bitmask of 526/* typdef here to define type large enough to hold bitmask of
623 * all movement types. Make one declaration so easy to update. 527 * all movement types. Make one declaration so easy to update.
624 * uint8 is defined yet, so just use what that would define it
625 * at anyways.
626 */ 528 */
627typedef unsigned char MoveType; 529typedef unsigned char MoveType;
628 530
629/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 531/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
630 * Basically, ob2 has to block all of ob1 movement types. 532 * Basically, ob2 has to block all of ob1 movement types.
637 * Add check - if type is 0, don't stop anything from moving 539 * Add check - if type is 0, don't stop anything from moving
638 * onto it. 540 * onto it.
639 * 541 *
640 */ 542 */
641#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 543#define OB_TYPE_MOVE_BLOCK(ob1, type) \
642 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 544 ((type) && (ob1->move_type & type) == ob1->move_type)
643 545
644
645#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
646#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
647#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 546#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
648
649/* Note: These values are only a default value, resizing can change them */
650#define INV_SIZE 12 /* How many items can be viewed in inventory */
651#define LOOK_SIZE 6 /* ditto, but for the look-window */
652#define MAX_INV_SIZE 40 /* For initializing arrays */
653#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
654
655#define EDITABLE(xyz) ((xyz)->arch->editable)
656
657#define E_MONSTER 0x00000001
658#define E_EXIT 0x00000002
659#define E_TREASURE 0x00000004
660#define E_BACKGROUND 0x00000008
661#define E_DOOR 0x00000010
662#define E_SPECIAL 0x00000020
663#define E_SHOP 0x00000040
664#define E_NORMAL 0x00000080
665#define E_FALSE_WALL 0x00000100
666#define E_WALL 0x00000200
667#define E_EQUIPMENT 0x00000400
668#define E_OTHER 0x00000800
669#define E_ARTIFACT 0x00001000
670 547
671#define EXIT_PATH(xyz) (xyz)->slaying 548#define EXIT_PATH(xyz) (xyz)->slaying
672#define EXIT_LEVEL(xyz) (xyz)->stats.food 549#define EXIT_LEVEL(xyz) (xyz)->stats.food
673#define EXIT_X(xyz) (xyz)->stats.hp 550#define EXIT_X(xyz) (xyz)->stats.hp
674#define EXIT_Y(xyz) (xyz)->stats.sp 551#define EXIT_Y(xyz) (xyz)->stats.sp
675#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 552#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
676#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 553#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
677 554
678/* for use by the lighting code */ 555/* for use by the lighting code */
679#define MAX_LIGHT_RADII 4 556#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
680 /* max radii for 'light' object, really
681 * large values allow objects that can 557 * large values allow objects that can
682 * slow down the game */ 558 * slow down the game */
683#define MAX_DARKNESS 5 /* maximum map darkness, there is no 559#define MAX_DARKNESS 5 /* maximum map darkness, there is no
684 * practical reason to exceed this */ 560 * practical reason to exceed this */
561#define LOS_MAX 4 /* max. los value for non-blocked spaces */
562#define LOS_BLOCKED 100 /* fully blocked spaces */
685#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 563#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
686 MAX_LIGHT_RADII:(xyz)->glow_radius; 564 MAX_LIGHT_RADII : (xyz)->glow_radius;
565// player position in blocked_los code
566#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
567#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
568
687 569
688#define F_BUY 0 570#define F_BUY 0
689#define F_SELL 1 571#define F_SELL 1
690#define F_TRUE 2 /* True value of item, unadjusted */ 572#define F_TRUE 2 /* True value of item, unadjusted */
691#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 573#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
695#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 577#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
696 578
697#define DIRX(xyz) freearr_x[(xyz)->direction] 579#define DIRX(xyz) freearr_x[(xyz)->direction]
698#define DIRY(xyz) freearr_y[(xyz)->direction] 580#define DIRY(xyz) freearr_y[(xyz)->direction]
699 581
700#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
701#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
702
703#define ARMOUR_SPEED(xyz) (xyz)->last_sp 582#define ARMOUR_SPEED(xyz) (xyz)->last_sp
704#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 583#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
705#define WEAPON_SPEED(xyz) (xyz)->last_sp 584#define WEAPON_SPEED(xyz) (xyz)->last_sp
706 585
707/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 586/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
708 each of them signed char, concatenated in a int16 */ 587 each of them signed char, concatenated in a int16 */
709#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 588#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
710#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 589#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
711#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 590#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
591
712#define FIRE_DIRECTIONAL 0 592#define FIRE_DIRECTIONAL 0
713#define FIRE_POSITIONAL 1 593#define FIRE_POSITIONAL 1
714 594
715/******************************************************************************/ 595/******************************************************************************/
716
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 596/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718
719/******************************************************************************/ 597/******************************************************************************/
720
721/* if your monsters start acting wierd, mail me */ 598/* if your monsters start acting wierd, mail me */
722
723/******************************************************************************/ 599/******************************************************************************/
724
725/* the following definitions are for the attack_movement variable in monsters */ 600/* 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*/ 601/* if the attack_variable movement is left out of the monster archetype, or is*/
728
729/* set to zero */ 602/* set to zero */
730
731/* the standard mode of movement from previous versions of crossfire will be */ 603/* 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*/ 604/* 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. */ 605/* 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*/ 606/* 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 */ 607/* ment numbers example a monster that moves in a circle until attacked and */
740
741/* then attacks from a distance: */ 608/* then attacks from a distance: */
742
743/* CIRCLE1 = 32 */ 609/* CIRCLE1 = 32 */
744
745/* + DISTATT = 1 */ 610/* + DISTATT = 1 */
746
747/* ------------------- */ 611/* ------------------- */
748
749/* attack_movement = 33 */ 612/* attack_movement = 33 */
750
751/******************************************************************************/ 613/******************************************************************************/
752#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 614#define DISTATT 1 /* move toward a player if far, but mantain some space, */
753 /* attack from a distance - good for missile users only */ 615 /* attack from a distance - good for missile users only */
754#define RUNATT 2 /* run but attack if player catches up to object */ 616#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 */ 617#define HITRUN 3 /* run to then hit player then run away cyclicly */
756#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 618#define WAITATT 4 /* wait for player to approach then hit, move if hit */
757#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 619#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
758#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 620#define ALLRUN 6 /* always run never attack good for sim. of weak player */
759#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 621#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
760#define WAIT2 8 /* monster does not try to move towards player if far */ 622#define WAIT2 8 /* monster does not try to move towards player if far */
761 /* maintains comfortable distance */ 623 /* maintains comfortable distance */
624
762#define PETMOVE 16 /* if the upper four bits of attack_movement */ 625#define PETMOVE 16 /* if the upper four bits of attack_movement */
763 /* are set to this number, the monster follows a player */ 626 /* are set to this number, the monster follows a player */
764 /* until the owner calls it back or off */ 627 /* until the owner calls it back or off */
765 /* player followed denoted by 0b->owner */ 628 /* player followed denoted by 0b->owner */
766 /* the monster will try to attack whatever the player is */ 629 /* the monster will try to attack whatever the player is */
767 /* attacking, and will continue to do so until the owner */ 630 /* attacking, and will continue to do so until the owner */
768 /* calls off the monster - a key command will be */ 631 /* calls off the monster - a key command will be */
769 /* inserted to do so */ 632 /* inserted to do so */
770#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 633#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
771 /* are set to this number, the monster will move in a */ 634 /* are set to this number, the monster will move in a */
772 /* circle until it is attacked, or the enemy field is */ 635 /* circle until it is attacked, or the enemy field is */
773 /* set, this is good for non-aggressive monsters and NPC */ 636 /* set, this is good for non-aggressive monsters and NPC */
774#define CIRCLE2 48 /* same as above but a larger circle is used */ 637#define CIRCLE2 48 /* same as above but a larger circle is used */
775#define PACEH 64 /* The Monster will pace back and forth until attacked */ 638#define PACEH 64 /* The Monster will pace back and forth until attacked */
776 /* this is HORIZONTAL movement */ 639 /* this is HORIZONTAL movement */
777#define PACEH2 80 /* the monster will pace as above but the length of the */ 640#define PACEH2 80 /* the monster will pace as above but the length of the */
778 /* pace area is longer and the monster stops before */ 641 /* pace area is longer and the monster stops before */
779 /* changing directions */ 642 /* changing directions */
780 /* this is HORIZONTAL movement */ 643 /* this is HORIZONTAL movement */
781#define RANDO 96 /* the monster will go in a random direction until */ 644#define RANDO 96 /* the monster will go in a random direction until */
782 /* it is stopped by an obstacle, then it chooses another */ 645 /* it is stopped by an obstacle, then it chooses another */
783 /* direction. */ 646 /* direction. */
784#define RANDO2 112 /* constantly move in a different random direction */ 647#define RANDO2 112 /* constantly move in a different random direction */
785#define PACEV 128 /* The Monster will pace back and forth until attacked */ 648#define PACEV 128 /* The Monster will pace back and forth until attacked */
786 /* this is VERTICAL movement */ 649 /* this is VERTICAL movement */
787#define PACEV2 144 /* the monster will pace as above but the length of the */ 650#define PACEV2 144 /* the monster will pace as above but the length of the */
788 /* pace area is longer and the monster stops before */ 651 /* pace area is longer and the monster stops before */
789 /* changing directions */ 652 /* changing directions */
790 /* this is VERTICAL movement */ 653 /* this is VERTICAL movement */
791#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 654#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
792#define HI4 240 655#define HI4 240
793 656
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" 657#define BLANK_FACE_NAME "blank.x11"
810#define EMPTY_FACE_NAME "empty.111" 658#define EMPTY_FACE_NAME "empty.x11"
811#define DARK_FACE1_NAME "dark1.111" 659#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
812#define DARK_FACE2_NAME "dark2.111"
813#define DARK_FACE3_NAME "dark3.111"
814#define SMOOTH_FACE_NAME "default_smoothed.111"
815 660
816/* 661/*
817 * Defines for the luck/random functions to make things more readable 662 * Defines for the luck/random functions to make things more readable
818 */ 663 */
819 664
820#define PREFER_HIGH 1 665#define PREFER_HIGH 1
821#define PREFER_LOW 0 666#define PREFER_LOW 0
822
823/* Simple function we use below to keep adding to the same string
824 * but also make sure we don't overwrite that string.
825 */
826static inline void
827safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
828{
829 if (*curlen == (maxlen - 1))
830 return;
831
832 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
833 dest[maxlen - 1] = 0;
834 *curlen += strlen (orig);
835
836 if (*curlen > (maxlen - 1))
837 *curlen = maxlen - 1;
838}
839
840
841/* The SAFE versions of these call the safe_strcat function above.
842 * Ideally, all functions should use the SAFE functions, but they
843 * require some extra support in the calling function to remain as
844 * efficient.
845 */
846#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
847 if(variable) { \
848 int i,j=0; \
849 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
850 for(i=0; i<NROFATTACKS; i++) \
851 if(variable & (1<<i)) { \
852 if (j) \
853 safe_strcat(retbuf,", ", len, maxlen); \
854 else \
855 j = 1; \
856 safe_strcat(retbuf, attacks[i], len, maxlen); \
857 } \
858 safe_strcat(retbuf,")",len,maxlen); \
859 }
860
861
862/* separated this from the common/item.c file. b.t. Dec 1995 */
863
864#define DESCRIBE_ABILITY(retbuf, variable, name) \
865 if(variable) { \
866 int i,j=0; \
867 strcat(retbuf,"(" name ": "); \
868 for(i=0; i<NROFATTACKS; i++) \
869 if(variable & (1<<i)) { \
870 if (j) \
871 strcat(retbuf,", "); \
872 else \
873 j = 1; \
874 strcat(retbuf, attacks[i]); \
875 } \
876 strcat(retbuf,")"); \
877 }
878
879
880#define DESCRIBE_PATH(retbuf, variable, name) \
881 if(variable) { \
882 int i,j=0; \
883 strcat(retbuf,"(" name ": "); \
884 for(i=0; i<NRSPELLPATHS; i++) \
885 if(variable & (1<<i)) { \
886 if (j) \
887 strcat(retbuf,", "); \
888 else \
889 j = 1; \
890 strcat(retbuf, spellpathnames[i]); \
891 } \
892 strcat(retbuf,")"); \
893 }
894
895
896#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
897 if(variable) { \
898 int i,j=0; \
899 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
900 for(i=0; i<NRSPELLPATHS; i++) \
901 if(variable & (1<<i)) { \
902 if (j) \
903 safe_strcat(retbuf,", ", len, maxlen); \
904 else \
905 j = 1; \
906 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
907 } \
908 safe_strcat(retbuf,")", len, maxlen); \
909 }
910 667
911/* Flags for apply_special() */ 668/* Flags for apply_special() */
912enum apply_flag 669enum apply_flag
913{ 670{
914 /* Basic flags, always use one of these */ 671 /* Basic flags/mode, always use one of these */
915 AP_NULL = 0, 672 AP_TOGGLE = 0,
916 AP_APPLY = 1, 673 AP_APPLY = 0x01,
917 AP_UNAPPLY = 2, 674 AP_UNAPPLY = 0x02,
918 675 AP_MODE = 0x03,
919 AP_BASIC_FLAGS = 15,
920 676
921 /* Optional flags, for bitwise or with a basic flag */ 677 /* Optional flags, for bitwise or with a basic flag */
922 AP_NO_MERGE = 16, 678 AP_NO_MERGE = 0x10,
923 AP_IGNORE_CURSE = 32, 679 AP_IGNORE_CURSE = 0x20,
924 AP_PRINT = 64 /* Print what to do, don't actually do it */ 680 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
925 /* Note this is supported in all the functions */ 681 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
926}; 682};
927 683
928/* Bitmask values for 'can_apply_object()' return values. 684/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 685 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 686 * are returned from.
949 * this one can be applied. Think of rings - human is wearing two 705 * this one can be applied. Think of rings - human is wearing two
950 * rings and tries to apply one - there are two possible rings he 706 * rings and tries to apply one - there are two possible rings he
951 * could remove. 707 * could remove.
952 * 708 *
953 */ 709 */
954#define CAN_APPLY_NEVER 0x1 710#define CAN_APPLY_NEVER 0x01
955#define CAN_APPLY_RESTRICTION 0x2 711#define CAN_APPLY_RESTRICTION 0x02
956#define CAN_APPLY_NOT_MASK 0xf 712#define CAN_APPLY_NOT_MASK 0x0f
713
957#define CAN_APPLY_UNAPPLY 0x10 714#define CAN_APPLY_UNAPPLY 0x10
958#define CAN_APPLY_UNAPPLY_MULT 0x20 715#define CAN_APPLY_UNAPPLY_MULT 0x20
959#define CAN_APPLY_UNAPPLY_CHOICE 0x40 716#define CAN_APPLY_UNAPPLY_CHOICE 0x40
960 717
961/* Cut off point of when an object is put on the active list or not */ 718// Cut off point of when an object is put on the active list or not
719// we use 2**-n because that can be represented exactly
720// also make sure that this is a float, not double, constant.
721// some areas in the server divide by this value, so
722// to avoid integer overflows it should not be much lower.
723#define MIN_ACTIVE_SPEED (1.f / 65536.f)
724
725/* have mercy on players and guarantee a somewhat higher speed */
962#define MIN_ACTIVE_SPEED 0.00001 726#define MIN_PLAYER_SPEED 0.04f
963
964/*
965 * random() is much better than rand(). If you have random(), use it instead.
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
979/* Returns the weight of the given object. Note: it does not take the number of
980 * items (nrof) into account.
981 */
982#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
983
984
985/* Code fastening defines
986 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
987 * buf__ and increment buf__ position so it will point to the end of buf__.
988 * the '\0' caracter will not be put at end of buf__.
989 * use preparefastcat and finishfastcat on buf__ to prepare
990 * and clean up the string. (Lots faster than doing each time...)
991 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
992 * keep in mind FAST_STRNCAT is faster since length of second argument is
993 * kown in advance.
994 */
995
996#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
997#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__);}
999#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1000
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 727
1014/* 728/*
1015 * Warning! 729 * Warning!
1016 * If you add message types here, don't forget 730 * If you add message types here, don't forget
1017 * to keep the client up to date too! 731 * to keep the client up to date too!
1018 */ 732 */
1019
1020 733
1021/* message types */ 734/* message types */
1022#define MSG_TYPE_BOOK 1 735#define MSG_TYPE_BOOK 1
1023#define MSG_TYPE_CARD 2 736#define MSG_TYPE_CARD 2
1024#define MSG_TYPE_PAPER 3 737#define MSG_TYPE_PAPER 3
1103 816
1104/* admin messages */ 817/* admin messages */
1105#define MSG_TYPE_ADMIN_RULES 1 818#define MSG_TYPE_ADMIN_RULES 1
1106#define MSG_TYPE_ADMIN_NEWS 2 819#define MSG_TYPE_ADMIN_NEWS 2
1107 820
821/**
822 * Maximum distance a player may hear a sound from.
823 * This is only used for client/server sound and say. If the sound source
824 * on the map is farther away than this, we don't sent it to the client.
825 */
826#define MAX_SOUND_DISTANCE 16
827
828#define LOG_CHANNEL "log" // the plain and ugly standard server log
829#define INFO_CHANNEL "info" // lower_left box
830#define SAY_CHANNEL "say"
831#define CHAT_CHANNEL "chat"
832#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
833
834/* The following are the color flags passed to new_draw_info.
835 *
836 * We also set up some control flags
837 *
838 * NDI = New Draw Info
839 */
840
841/* Color specifications - note these match the order in xutil.c */
842/* Note 2: Black, the default color, is 0. Thus, it does not need to
843 * be implicitly specified.
844 */
845#define NDI_BLACK 0
846#define NDI_WHITE 1
847#define NDI_NAVY 2
848#define NDI_RED 3
849#define NDI_ORANGE 4
850#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
851#define NDI_DK_ORANGE 6 /* DarkOrange2 */
852#define NDI_GREEN 7 /* SeaGreen */
853#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
854 /* Than seagreen - also background color */
855#define NDI_GREY 9
856#define NDI_BROWN 10 /* Sienna */
857#define NDI_GOLD 11
858#define NDI_TAN 12 /* Khaki */
859
860#define NDI_MAX_COLOR 12 /* Last value in */
861#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
862 /* using an int anyways, so we have the space */
863 /* to still do all the flags */
864
865#define NDI_REPLY 0x20 // is a direct reply to a user command
866#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
867#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
868#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
869
870#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
871#define NDI_ALL 0x2000 /* Inform all players of this message */
872#define NDI_DEF 0x4000 // ignore colour for channel protocol
873#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
874
1108#endif /* DEFINE_H */ 875#endif /* DEFINE_H */
1109 876

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