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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 1.69 by root, Thu Aug 16 06:36:56 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#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
84#define MAX_BUF 1024 80#define MAX_BUF 1024
85 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
86#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
89 85
90#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
91 87
92#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
93 89
94#define MAX_NAME 48 90#define MAX_NAME 48
95#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
96 92
97/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 96#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
102 99
103/* TYPE DEFINES */ 100/* TYPE DEFINES */
104 101
105/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
110 * flags 107 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 108 * 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 109 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 110 */
114 111
115/* type 0 will be undefined and shows a non valid type information */ 112/* USED TYPES: (for dead types please look at the bottom of the type
113 * definitions)
114 */
116 115
117#define PLAYER 1 116/* type 0 objects have the default behaviour */
118#define TRANSPORT 2 /* see doc/Developers/objects */ 117
119#define ROD 3 118#define PLAYER 1
119#define TRANSPORT 2 /* see pod/objects.pod */
120#define ROD 3
120#define TREASURE 4 121#define TREASURE 4
121#define POTION 5 122#define POTION 5
122#define FOOD 6 123#define FOOD 6
123#define POISON 7 124#define POISON 7
124#define BOOK 8 125#define BOOK 8
125#define CLOCK 9 126#define CLOCK 9
126 127
127/*#define FBULLET 10 */ 128#define ARROW 13
128 129#define BOW 14
129/*#define FBALL 11 */
130#define LIGHTNING 12
131#define ARROW 13
132#define BOW 14
133#define WEAPON 15 130#define WEAPON 15
134#define ARMOUR 16 131#define ARMOUR 16
135#define PEDESTAL 17 132#define PEDESTAL 17
136#define ALTAR 18 133#define ALTAR 18
137 134
138/*#define CONFUSION 19 */
139#define LOCKED_DOOR 20 135#define LOCKED_DOOR 20
140#define SPECIAL_KEY 21 136#define SPECIAL_KEY 21
141#define MAP 22 137#define MAP 22
142#define DOOR 23 138#define DOOR 23
143#define KEY 24 139#define KEY 24
144 140
145/*#define MMISSILE 25 */
146#define TIMED_GATE 26 141#define TIMED_GATE 26
147#define TRIGGER 27 142#define TRIGGER 27
148#define GRIMREAPER 28 143#define GRIMREAPER 28
149#define MAGIC_EAR 29 144#define MAGIC_EAR 29
150#define TRIGGER_BUTTON 30 145#define TRIGGER_BUTTON 30
151#define TRIGGER_ALTAR 31 146#define TRIGGER_ALTAR 31
152#define TRIGGER_PEDESTAL 32 147#define TRIGGER_PEDESTAL 32
153#define SHIELD 33 148#define SHIELD 33
154#define HELMET 34 149#define HELMET 34
155#define HORN 35 150#define HORN 35
156#define MONEY 36 151#define MONEY 36
157#define CLASS 37 /* object for applying character class modifications to someone */ 152#define CLASS 37 /* object for applying character class modifications to someone */
158#define GRAVESTONE 38 153#define GRAVESTONE 38
159#define AMULET 39 154#define AMULET 39
160#define PLAYERMOVER 40 155#define PLAYERMOVER 40
161#define TELEPORTER 41 156#define TELEPORTER 41
162#define CREATOR 42 157#define CREATOR 42
163#define SKILL 43 /* also see SKILL_TOOL (74) below */ 158#define SKILL 43 /* also see SKILL_TOOL (74) below */
164#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain */ 159
165 /* experience for broad skill categories. This value */
166 /* is now automatically converteed at load time. */
167#define EARTHWALL 45 160#define EARTHWALL 45
168#define GOLEM 46 161#define GOLEM 46
169 162
170/*#define BOMB 47 */
171#define THROWN_OBJ 48 163#define THROWN_OBJ 48
172#define BLINDNESS 49 164#define BLINDNESS 49
173#define GOD 50 165#define GOD 50
174
175#define DETECTOR 51 /* peterm: detector is an object */ 166#define DETECTOR 51 /* peterm: detector is an object
176 /* which notices the presense of */ 167 * which notices the presense of
177 /* another object and is triggered */ 168 * another object and is triggered
178 /* like buttons. */ 169 * like buttons.
170 */
179#define TRIGGER_MARKER 52 /* inserts an invisible, weightless */ 171#define TRIGGER_MARKER 52 /* inserts an invisible, weightless
180 /* force into a player with a specified string WHEN TRIGGERED. */ 172 * force into a player with a specified string WHEN TRIGGERED.
173 */
181#define DEAD_OBJECT 53 174#define DEAD_OBJECT 53
182#define DRINK 54 175#define DRINK 54
183#define MARKER 55 /* inserts an invisible, weightless */ 176#define MARKER 55 /* inserts an invisible, weightless
184 /* force into a player with a specified string. */ 177 * force into a player with a specified string.
178 */
185#define HOLY_ALTAR 56 179#define HOLY_ALTAR 56
186#define PLAYER_CHANGER 57 180#define PLAYER_CHANGER 57
187#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */ 181#define BATTLEGROUND 58 /* battleground, by Andreas Vogl */
188 182
189#define PEACEMAKER 59 /* Object owned by a player which can convert */ 183#define PEACEMAKER 59 /* Object owned by a player which can convert
190 /* a monster into a peaceful being incapable of attack. */ 184 * a monster into a peaceful being incapable of attack.
191#define GEM 60 185 */
186#define GEM 60
192 187
193 /*#define FIRECHEST 61*//* FIRECHEST folded into FIREWALL */
194#define FIREWALL 62 188#define FIREWALL 62
195#define ANVIL 63 189#define ANVIL 63
196#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 190#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 191#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu
198 * values of last_sp set how to change: 192 * values of last_sp set how to change:
199 * 0 = furious, all monsters become aggressive 193 * 0 = furious, all monsters become aggressive
200 * 1 = angry, all but friendly become aggressive 194 * 1 = angry, all but friendly become aggressive
201 * 2 = calm, all aggressive monsters calm down 195 * 2 = calm, all aggressive monsters calm down
202 * 3 = sleep, all monsters fall asleep 196 * 3 = sleep, all monsters fall asleep
203 * 4 = charm, monsters become pets */ 197 * 4 = charm, monsters become pets */
204#define EXIT 66 198#define EXIT 66
205#define ENCOUNTER 67 199#define ENCOUNTER 67
206#define SHOP_FLOOR 68 200#define SHOP_FLOOR 68
207#define SHOP_MAT 69 201#define SHOP_MAT 69
208#define RING 70 202#define RING 70
209#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 203#define FLOOR 71 /* this is a floor tile -> native layer 0 */
210#define FLESH 72 /* animal 'body parts' -b.t. */ 204#define FLESH 72 /* animal 'body parts' -b.t. */
211#define INORGANIC 73 /* metals and minerals */ 205#define INORGANIC 73 /* metals and minerals */
212#define SKILL_TOOL 74 /* Allows the use of a skill */ 206#define SKILL_TOOL 74 /* Allows the use of a skill */
213#define LIGHTER 75 207#define LIGHTER 75
214 208
215/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 209#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. */
219 210
220#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ 211
221#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
222#define MISC_OBJECT 79 /* misc. objects are for objects without a function 212#define MISC_OBJECT 79 /* misc. objects are for objects without a function
223 in the engine. Like statues, clocks, chairs,... 213 in the engine. Like statues, clocks, chairs,...
224 If perhaps we create a function where we can sit 214 If perhaps we create a function where we can sit
225 on chairs, we create a new type and remove all 215 on chairs, we create a new type and remove all
226 chairs from here. */ 216 chairs from here. */
227#define MONSTER 80 217
228 /* yes, thats a real, living creature */ 218#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 */ 219#define DUPLICATOR 83 /* duplicator/multiplier object */
233#define TOOL 84 /* a tool for building objects */ 220
234#define SPELLBOOK 85 221#define SPELLBOOK 85
235#define BUILDFAC 86 /* facilities for building objects */
236#define CLOAK 87
237 222
238/*#define CONE 88 */ 223#define CLOAK 87
239 224
240 /*#define AURA 89 *//* aura spell object */
241
242#define SPINNER 90 225#define SPINNER 90
243#define GATE 91 226#define GATE 91
244#define BUTTON 92 227#define BUTTON 92
245#define CF_HANDLE 93 228#define CF_HANDLE 93
246#define HOLE 94 229#define HOLE 94
247#define TRAPDOOR 95 230#define TRAPDOOR 95
248 231
249/*#define WORD_OF_RECALL 96 */ 232#define SIGN 98
250 233#define BOOTS 99
251/*#define PARAIMAGE 97 */
252#define SIGN 98
253#define BOOTS 99
254#define GLOVES 100 234#define GLOVES 100
255#define SPELL 101 235#define SPELL 101
256#define SPELL_EFFECT 102 236#define SPELL_EFFECT 102
257#define CONVERTER 103 237#define CONVERTER 103
258#define BRACERS 104 238#define BRACERS 104
259#define POISONING 105 239#define POISONING 105
260#define SAVEBED 106 240#define SAVEBED 106
261#define POISONCLOUD 107
262#define FIREHOLES 108
263#define WAND 109
264 241
265/*#define ABILITY 110*/ 242#define WAND 109
243
244#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
266#define SCROLL 111 245#define SCROLL 111
267#define DIRECTOR 112 246#define DIRECTOR 112
268#define GIRDLE 113 247#define GIRDLE 113
269#define FORCE 114 248#define FORCE 114
270#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 249#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 */ 250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251
272#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
273#define CONTAINER 122 253#define CONTAINER 122
274#define ARMOUR_IMPROVER 123 254#define ARMOUR_IMPROVER 123
275#define WEAPON_IMPROVER 124 255#define WEAPON_IMPROVER 124
276 256
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139
260
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262
263#define RUNE 154
264#define TRAP 155
265
266#define POWER_CRYSTAL 156
267#define CORPSE 157
268
269#define DISEASE 158
270#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */
273
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */
278
279#define NUM_TYPES 166 // must be max(type) + 1
280
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
277/* unused: 125 - 129 318/* unused: 125 - 129
278 * type 125 was MONEY_CHANGER 319 * type 125 was MONEY_CHANGER
279 */ 320 */
280#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 321//#define CANCELLATION 141 /* not used with new spell code */
281#define DEEP_SWAMP 138 322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
282#define IDENTIFY_ALTAR 139 323//#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 */ 324//#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 */ 325//#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) */
306 326
307/* END TYPE DEFINE */ 327/* END TYPE DEFINE */
308 328
309#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256
310 330
401 * If any FLAG's are added or changed, make sure the flag_names structure in 421 * If any FLAG's are added or changed, make sure the flag_names structure in
402 * common/loader.l is updated. 422 * common/loader.l is updated.
403 */ 423 */
404 424
405/* Basic routines to do above */ 425/* Basic routines to do above */
406#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 426#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
407#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 427#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
408#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 428#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
409 429
410/* the flags */ 430/* the flags */
411 431
412#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 432#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
413#define FLAG_WIZ 1 /* Object has special privilegies */ 433#define FLAG_WIZ 1 /* Object has special privilegies */
414#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 434#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 */ 435#define FLAG_FREED 3 /* Object is in the list of free objects */
416#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
417#define FLAG_APPLIED 5 /* Object is ready for use by living */ 437#define FLAG_APPLIED 5 /* Object is ready for use by living */
418#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
419#define FLAG_USE_SHIELD 7 439#define FLAG_USE_SHIELD 7
420 /* Can this creature use a shield? */ 440 /* Can this creature use a shield? */
421 441
422#define FLAG_NO_PICK 8 /* Object can't be picked up */ 442#define FLAG_NO_PICK 8 /* Object can't be picked up */
423 443
424 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
425
426 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
446
427#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 447#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
428 448
429 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 449/*#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) */ 450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451
432#define FLAG_MONSTER 14 /* Will attack players */ 452#define FLAG_MONSTER 14 /* Will attack players */
433#define FLAG_FRIENDLY 15 /* Will help players */ 453#define FLAG_FRIENDLY 15 /* Will help players */
434 454
435#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
436#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
437#define FLAG_AUTO_APPLY 18 457#define FLAG_AUTO_APPLY 18
438 /* Will be applied when created */ 458 /* Will be applied when created */
439 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 459#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. */ 460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
441#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
442#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 462#define FLAG_CAN_ROLL 22 /* Object can be rolled */
443#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
444#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 464#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
445 465
446 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 466/*#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 */ 467/*#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 */ 468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469
451#define FLAG_IS_USED_UP 28 470#define FLAG_IS_USED_UP 28
452 /* When (--food<0) the object will exit */ 471 /* When (--food<0) the object will exit */
453#define FLAG_IDENTIFIED 29 472#define FLAG_IDENTIFIED 29
454 /* Player knows full info about item */ 473 /* Player knows full info about item */
455#define FLAG_REFLECTING 30 474#define FLAG_REFLECTING 30
456 /* Object reflects from walls (lightning) */ 475 /* Object reflects from walls (lightning) */
457#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
458 477
459/* Start of values in flags[1] */
460#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
461#define FLAG_HITBACK 33 /* Object will hit back when hit */ 479#define FLAG_HITBACK 33 /* Object will hit back when hit */
462#define FLAG_STARTEQUIP 34 480#define FLAG_STARTEQUIP 34
463 /* Object was given to player at start */ 481 /* Object was given to player at start */
464#define FLAG_BLOCKSVIEW 35 482#define FLAG_BLOCKSVIEW 35
475#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
476#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
477#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
478 but can still attack at a distance */ 496 but can still attack at a distance */
479 497
480 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 498/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
481 thru this object as if it wasn't there */ 499 thru this object as if it wasn't there */
482 500/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
483 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
484 501
485#define FLAG_PICK_UP 48 /* Can pick up */ 502#define FLAG_PICK_UP 48 /* Can pick up */
486#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
487#define FLAG_NO_DROP 50 /* Object can't be dropped */ 504#define FLAG_NO_DROP 50 /* Object can't be dropped */
488#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
497 /* (Monster) can wear armour/shield/helmet */ 514 /* (Monster) can wear armour/shield/helmet */
498#define FLAG_USE_WEAPON 57 515#define FLAG_USE_WEAPON 57
499 /* (Monster) can wield weapons */ 516 /* (Monster) can wield weapons */
500#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 517#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) */ 518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
502#define FLAG_READY_BOW 60 /* not implemented yet */ 519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
503#define FLAG_XRAYS 61 /* X-ray vision */ 520#define FLAG_XRAYS 61 /* X-ray vision */
504#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 521#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 */ 522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
506 523
507/* Start of values in flags[2] */
508#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
509#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 525#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
510#define FLAG_SLEEP 66 /* NPC is sleeping */ 526#define FLAG_SLEEP 66 /* NPC is sleeping */
511#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 527#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
512#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 528#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
525 541
526#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 542#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 */ 543#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 */ 544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
529 545
530/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 546#define FLAG_PRECIOUS 83 // object is precious (pets)
531#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
532#define FLAG_MAKE_INVIS 85 548#define FLAG_MAKE_INVIS 85
533 /* (Item) gives invisibility when applied */ 549 /* (Item) gives invisibility when applied */
534#define FLAG_INV_LOCKED 86 550#define FLAG_INV_LOCKED 86
535 /* Item will not be dropped from inventory */ 551 /* Item will not be dropped from inventory */
541#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 557#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) */ 558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
543#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 559#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
544#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 560#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
545 561
546 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 562/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
547 563
548/* Start of values in flags[3] */
549#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 564#define FLAG_NO_STEAL 96 /* Item can't be stolen */
550#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 565#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
551 * away (replaces ghosthit) 566 * away (replaces ghosthit)
552 */ 567 */
553#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 568#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
560 object */ 575 object */
561#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 576#define FLAG_NEUTRAL 100 /* monster is from type neutral */
562#define FLAG_NO_ATTACK 101 /* monster don't attack */ 577#define FLAG_NO_ATTACK 101 /* monster don't attack */
563#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
564#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
565 * load_original_map() */ 580 * load_original_map() */
566#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
567 * the overlay, and is not subject to 582 * the overlay, and is not subject to
568 * decay. */ 583 * decay. */
569#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 584#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' */ 585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
571#define FLAG_IS_WATER 107 586#define FLAG_IS_WATER 107
572#define FLAG_CONTENT_ON_GEN 108 587#define FLAG_CONTENT_ON_GEN 108
573#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
574#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 589#define FLAG_IS_BUILDABLE 110 /* Can build on item */
575#define FLAG_AFK 111 /* Player is AFK */ 590#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
591#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
592
576#define NUM_FLAGS 111 /* Should always be equal to the last 593#define NUM_FLAGS 113 /* Should always be equal to the last
577 * defined flag. If you change this, 594 * defined flag + 1. If you change this,
578 * make sure you update the flag_links 595 * make sure you update the flag_links
579 * in common/loader.l 596 * in common/loader.l
580 */ 597 */
581 598
582/* Values can go up to 127 before the size of the flags array in the 599/* Values can go up to 127 before the size of the flags array in the
583 * object structure needs to be enlarged. 600 * object structure needs to be enlarged.
584 * So there are 18 available flags slots 601 * So there are 18 available flags slots
585 */ 602 */
586 603
587
588#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 604#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
598 605
599/* If you add new movement types, you may need to update 606/* If you add new movement types, you may need to update
600 * describe_item() so properly describe those types. 607 * describe_item() so properly describe those types.
601 * change_abil() probably should be updated also. 608 * change_abil() probably should be updated also.
602 */ 609 */
603#define MOVE_WALK 0x1 /* Object walks */ 610#define MOVE_WALK 0x01 /* Object walks */
604#define MOVE_FLY_LOW 0x2 /* Low flying object */ 611#define MOVE_FLY_LOW 0x02 /* Low flying object */
605#define MOVE_FLY_HIGH 0x4 /* High flying object */ 612#define MOVE_FLY_HIGH 0x04 /* High flying object */
606#define MOVE_FLYING 0x6 613#define MOVE_FLYING 0x06
607 /* Combo of fly_low and fly_high */ 614 /* Combo of fly_low and fly_high */
608#define MOVE_SWIM 0x8 /* Swimming object */ 615#define MOVE_SWIM 0x08 /* Swimming object */
609#define MOVE_BOAT 0x10 /* Boats/sailing */ 616#define MOVE_BOAT 0x10 /* Boats/sailing */
617#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
618
610#define MOVE_ALL 0x1f /* Mask of all movement types */ 619#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
621 620
622/* typdef here to define type large enough to hold bitmask of 621/* typdef here to define type large enough to hold bitmask of
623 * all movement types. Make one declaration so easy to update. 622 * all movement types. Make one declaration so easy to update.
624 * uint8 is defined yet, so just use what that would define it 623 * uint8 is defined yet, so just use what that would define it
625 * at anyways. 624 * at anyways.
637 * Add check - if type is 0, don't stop anything from moving 636 * Add check - if type is 0, don't stop anything from moving
638 * onto it. 637 * onto it.
639 * 638 *
640 */ 639 */
641#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 640#define OB_TYPE_MOVE_BLOCK(ob1, type) \
642 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 641 ((type) && (ob1->move_type & type) == ob1->move_type)
643 642
644 643
645#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
646#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
647#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
674#define EXIT_Y(xyz) (xyz)->stats.sp 673#define EXIT_Y(xyz) (xyz)->stats.sp
675#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 674#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
676#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 675#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
677 676
678/* for use by the lighting code */ 677/* for use by the lighting code */
679#define MAX_LIGHT_RADII 4 678#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 679 * large values allow objects that can
682 * slow down the game */ 680 * slow down the game */
683#define MAX_DARKNESS 5 /* maximum map darkness, there is no 681#define MAX_DARKNESS 5 /* maximum map darkness, there is no
684 * practical reason to exceed this */ 682 * practical reason to exceed this */
685#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 683#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
711#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
712#define FIRE_DIRECTIONAL 0 710#define FIRE_DIRECTIONAL 0
713#define FIRE_POSITIONAL 1 711#define FIRE_POSITIONAL 1
714 712
715/******************************************************************************/ 713/******************************************************************************/
716
717/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
718
719/******************************************************************************/ 715/******************************************************************************/
720
721/* if your monsters start acting wierd, mail me */ 716/* if your monsters start acting wierd, mail me */
722
723/******************************************************************************/ 717/******************************************************************************/
724
725/* the following definitions are for the attack_movement variable in monsters */ 718/* 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*/ 719/* if the attack_variable movement is left out of the monster archetype, or is*/
728
729/* set to zero */ 720/* set to zero */
730
731/* the standard mode of movement from previous versions of crossfire will be */ 721/* 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*/ 722/* 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. */ 723/* 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*/ 724/* 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 */ 725/* ment numbers example a monster that moves in a circle until attacked and */
740
741/* then attacks from a distance: */ 726/* then attacks from a distance: */
742
743/* CIRCLE1 = 32 */ 727/* CIRCLE1 = 32 */
744
745/* + DISTATT = 1 */ 728/* + DISTATT = 1 */
746
747/* ------------------- */ 729/* ------------------- */
748
749/* attack_movement = 33 */ 730/* attack_movement = 33 */
750
751/******************************************************************************/ 731/******************************************************************************/
752#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 732#define DISTATT 1 /* move toward a player if far, but mantain some space, */
753 /* attack from a distance - good for missile users only */ 733 /* attack from a distance - good for missile users only */
754#define RUNATT 2 /* run but attack if player catches up to object */ 734#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 */ 735#define HITRUN 3 /* run to then hit player then run away cyclicly */
789 /* changing directions */ 769 /* changing directions */
790 /* this is VERTICAL movement */ 770 /* this is VERTICAL movement */
791#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 771#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
792#define HI4 240 772#define HI4 240
793 773
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" 774#define BLANK_FACE_NAME "blank.x11"
810#define EMPTY_FACE_NAME "empty.111" 775#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"
815 776
816/* 777/*
817 * Defines for the luck/random functions to make things more readable 778 * Defines for the luck/random functions to make things more readable
818 */ 779 */
819 780
820#define PREFER_HIGH 1 781#define PREFER_HIGH 1
821#define PREFER_LOW 0 782#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 }
910 783
911/* Flags for apply_special() */ 784/* Flags for apply_special() */
912enum apply_flag 785enum apply_flag
913{ 786{
914 /* Basic flags, always use one of these */ 787 /* Basic flags/mode, always use one of these */
915 AP_NULL = 0, 788 AP_TOGGLE = 0,
916 AP_APPLY = 1, 789 AP_APPLY = 1,
917 AP_UNAPPLY = 2, 790 AP_UNAPPLY = 2,
918 791
919 AP_BASIC_FLAGS = 15, 792 AP_BASIC_FLAGS = 0x0f,
920 793
921 /* Optional flags, for bitwise or with a basic flag */ 794 /* Optional flags, for bitwise or with a basic flag */
922 AP_NO_MERGE = 16, 795 AP_NO_MERGE = 0x10,
923 AP_IGNORE_CURSE = 32, 796 AP_IGNORE_CURSE = 0x20,
924 AP_PRINT = 64 /* Print what to do, don't actually do it */ 797 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
925 /* Note this is supported in all the functions */ 798 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
926}; 799};
927 800
928/* Bitmask values for 'can_apply_object()' return values. 801/* Bitmask values for 'can_apply_object()' return values.
929 * the CAN_APPLY_ prefix is to just note what function the 802 * the CAN_APPLY_ prefix is to just note what function the
930 * are returned from. 803 * are returned from.
956#define CAN_APPLY_NOT_MASK 0xf 829#define CAN_APPLY_NOT_MASK 0xf
957#define CAN_APPLY_UNAPPLY 0x10 830#define CAN_APPLY_UNAPPLY 0x10
958#define CAN_APPLY_UNAPPLY_MULT 0x20 831#define CAN_APPLY_UNAPPLY_MULT 0x20
959#define CAN_APPLY_UNAPPLY_CHOICE 0x40 832#define CAN_APPLY_UNAPPLY_CHOICE 0x40
960 833
961/* Cut off point of when an object is put on the active list or not */ 834// Cut off point of when an object is put on the active list or not
962#define MIN_ACTIVE_SPEED 0.00001 835// we use 2**-n because that can be represented exactly
836// also make sure that this is a float, not double, constant
837#define MIN_ACTIVE_SPEED (1.f / 65536.f)
963 838
964/* 839#define RANDOM() (rndm.next () & 0xffffffU)
965 * random() is much better than rand(). If you have random(), use it instead. 840#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)
978 841
979/* Returns the weight of the given object. Note: it does not take the number of 842/* Returns the weight of the given object. Note: it does not take the number of
980 * items (nrof) into account. 843 * items (nrof) into account.
981 */ 844 */
982#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 845#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
996#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) 859#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
997#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} 860#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__);} 861#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
999#define FINISH_FASTCAT(buf__) buf__[0]='\0'; 862#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1000 863
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/* 864/*
1015 * Warning! 865 * Warning!
1016 * If you add message types here, don't forget 866 * If you add message types here, don't forget
1017 * to keep the client up to date too! 867 * to keep the client up to date too!
1018 */ 868 */
1019
1020 869
1021/* message types */ 870/* message types */
1022#define MSG_TYPE_BOOK 1 871#define MSG_TYPE_BOOK 1
1023#define MSG_TYPE_CARD 2 872#define MSG_TYPE_CARD 2
1024#define MSG_TYPE_PAPER 3 873#define MSG_TYPE_PAPER 3
1103 952
1104/* admin messages */ 953/* admin messages */
1105#define MSG_TYPE_ADMIN_RULES 1 954#define MSG_TYPE_ADMIN_RULES 1
1106#define MSG_TYPE_ADMIN_NEWS 2 955#define MSG_TYPE_ADMIN_NEWS 2
1107 956
957/**
958 * Maximum distance a player may hear a sound from.
959 * This is only used for new client/server sound. If the sound source
960 * on the map is farther away than this, we don't sent it to the client.
961 */
962#define MAX_SOUND_DISTANCE 16
963
964#define LOG_CHANNEL "log" // the plain and ugly standard server log
965#define INFO_CHANNEL "info" // lower_left box
966#define SAY_CHANNEL "channel-say"
967#define CHAT_CHANNEL "channel-chat"
968
969/* The following are the color flags passed to new_draw_info.
970 *
971 * We also set up some control flags
972 *
973 * NDI = New Draw Info
974 */
975
976/* Color specifications - note these match the order in xutil.c */
977/* Note 2: Black, the default color, is 0. Thus, it does not need to
978 * be implicitly specified.
979 */
980#define NDI_BLACK 0
981#define NDI_WHITE 1
982#define NDI_NAVY 2
983#define NDI_RED 3
984#define NDI_ORANGE 4
985#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
986#define NDI_DK_ORANGE 6 /* DarkOrange2 */
987#define NDI_GREEN 7 /* SeaGreen */
988#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
989 /* Than seagreen - also background color */
990#define NDI_GREY 9
991#define NDI_BROWN 10 /* Sienna */
992#define NDI_GOLD 11
993#define NDI_TAN 12 /* Khaki */
994
995#define NDI_MAX_COLOR 12 /* Last value in */
996#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
997 /* using an int anyways, so we have the space */
998 /* to still do all the flags */
999
1000#define NDI_REPLY 0x20 // is a direct reply to a user command
1001#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
1002#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
1003
1004#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
1005#define NDI_ALL 0x2000 /* Inform all players of this message */
1006#define NDI_DEF 0x4000 // ignore colour for channel protocol
1007
1108#endif /* DEFINE_H */ 1008#endif /* DEFINE_H */
1109 1009

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