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Comparing deliantra/server/include/define.h (file contents):
Revision 1.21 by elmex, Wed Dec 20 03:57:01 2006 UTC vs.
Revision 1.142 by root, Wed Nov 16 23:42:00 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 */
88
89/* type 0 objects have the default behaviour */
116 90
117#define PLAYER 1 91#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 92#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 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/*#define FBALL 11 */ 102#define SKILLSCROLL 12 /* can add a skill to player's inventory -bt. */
129
130#define LIGHTNING 12
131#define ARROW 13 103#define ARROW 13
132#define BOW 14 104#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
140#define LOCKED_DOOR 20 110#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 111#define SPECIAL_KEY 21
142#define MAP 22 112#define MAP 22
143#define DOOR 23 113#define DOOR 23
144#define KEY 24 114#define KEY 24
145 115#define PHYSICS 25 // deliantra: "things that move"
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 116#define TIMED_GATE 26
149#define TRIGGER 27 117#define TRIGGER 27
150#define GRIMREAPER 28 118#define GRIMREAPER 28
151#define MAGIC_EAR 29 119#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 120#define TRIGGER_BUTTON 30
161#define AMULET 39 129#define AMULET 39
162#define PLAYERMOVER 40 130#define PLAYERMOVER 40
163#define TELEPORTER 41 131#define TELEPORTER 41
164#define CREATOR 42 132#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 133#define SKILL 43 /* also see SKILL_TOOL (74) below */
166#define EXPERIENCE 44 /* This is basically obsolete now. It used to contain 134#define IDENTIFY_ALTAR 44
167 * experience for broad skill categories. This value
168 * is now automatically converteed at load time.
169 */
170#define EARTHWALL 45 135#define EARTHWALL 45
171#define GOLEM 46 136#define GOLEM 46
172
173/*#define BOMB 47 */ 137#define DEEP_SWAMP 47
174#define THROWN_OBJ 48 138#define THROWN_OBJ 48
175#define BLINDNESS 49 139#define BLINDNESS 49
176#define GOD 50 140#define GOD 50
177#define DETECTOR 51 /* peterm: detector is an object 141#define DETECTOR 51 /* peterm: detector is an object
178 * which notices the presense of 142 * which notices the presense of
193 157
194#define PEACEMAKER 59 /* Object owned by a player which can convert 158#define PEACEMAKER 59 /* Object owned by a player which can convert
195 * a monster into a peaceful being incapable of attack. 159 * a monster into a peaceful being incapable of attack.
196 */ 160 */
197#define GEM 60 161#define GEM 60
198 162#define MENU 61 /* Mark Wedel (mark@pyramid.com) Shop inventories */
199/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
200
201#define FIREWALL 62 163#define FIREWALL 62
202#define ANVIL 63 164#define ANVIL 63
203#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 */
204#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 166#define MOOD_FLOOR 65 /*
205 * values of last_sp set how to change: 167 * values of last_sp set how to change:
206 * 0 = furious, all monsters become aggressive 168 * 0 = furious, all monsters become aggressive
207 * 1 = angry, all but friendly become aggressive 169 * 1 = angry, all but friendly become aggressive
208 * 2 = calm, all aggressive monsters calm down 170 * 2 = calm, all aggressive monsters calm down
209 * 3 = sleep, all monsters fall asleep 171 * 3 = sleep, all monsters fall asleep
210 * 4 = charm, monsters become pets */ 172 * 4 = charm, monsters become pets
173 * 5 = destroy monsters
174 * 6 = destroy pets / friendlies
175 */
211#define EXIT 66 176#define EXIT 66
212#define ENCOUNTER 67 177#define ENCOUNTER 67
213#define SHOP_FLOOR 68 178#define SHOP_FLOOR 68
214#define SHOP_MAT 69 179#define SHOP_MAT 69
215#define RING 70 180#define RING 70
216#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 181//#define FLOOR 71 /* this is a floor tile -> native layer 0 */ // UNUSED???
217#define FLESH 72 /* animal 'body parts' -b.t. */ 182#define FLESH 72 /* animal 'body parts' -b.t. */
218#define INORGANIC 73 /* metals and minerals */ 183#define INORGANIC 73 /* metals and minerals */
219#define SKILL_TOOL 74 /* Allows the use of a skill */ 184#define SKILL_TOOL 74 /* Allows the use of a skill */
220#define LIGHTER 75 185#define LIGHTER 75
221 186//76
222/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 187#define BUILDABLE_WALL 77 /* this is a buildable wall */
223 * types are not used in any archetypes, and should perhaps be removed. 188//78
224 */
225
226#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
227
228#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
229#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
230#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
231 in the engine. Like statues, clocks, chairs,... 190 in the engine. Like statues, clocks, chairs,...
232 If perhaps we create a function where we can sit 191 If perhaps we create a function where we can sit
233 on chairs, we create a new type and remove all 192 on chairs, we create a new type and remove all
234 chairs from here. */ 193 chairs from here. */
235#define MONSTER 80 /* yes, thats a real, living creature */ 194//80
236#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 195#define TORCH 81 /* a torch */
237#define LAMP 82 /* a lamp */ 196#define LAMP 82 /* a lamp */
238#define DUPLICATOR 83 /* duplicator/multiplier object */ 197#define DUPLICATOR 83 /* duplicator/multiplier object */
239#define TOOL 84 /* a tool for building objects */ 198//84
240#define SPELLBOOK 85 199#define SPELLBOOK 85
241#define BUILDFAC 86 /* facilities for building objects */ 200//86
242#define CLOAK 87 201#define CLOAK 87
243 202#define MAPSCRIPT 88 /* A perl-scripted connectable */
244/*#define CONE 88 */ 203#define SAFE_GROUND 89 /* This is a safe ground, means that neither bombs,
245/*#define AURA 89 */ /* aura spell object */ 204 potions, alchemy, or magic works here (elmex) */
246
247#define SPINNER 90 205#define SPINNER 90
248#define GATE 91 206#define GATE 91
249#define BUTTON 92 207#define BUTTON 92
250#define CF_HANDLE 93 208#define T_HANDLE 93
251#define HOLE 94 209#define HOLE 94
252#define TRAPDOOR 95 210#define TRAPDOOR 95
253 211#define RUNE 96
254/*#define WORD_OF_RECALL 96 */
255/*#define PARAIMAGE 97 */ 212#define TRAP 97
256
257#define SIGN 98 213#define SIGN 98
258#define BOOTS 99 214#define BOOTS 99
259#define GLOVES 100 215#define GLOVES 100
260#define SPELL 101 216#define SPELL 101
261#define SPELL_EFFECT 102 217#define SPELL_EFFECT 102
262#define CONVERTER 103 218#define CONVERTER 103
263#define BRACERS 104 219#define BRACERS 104
264#define POISONING 105 220#define POISONING 105
265#define SAVEBED 106 221#define SAVEBED 106
266#define POISONCLOUD 107
267#define FIREHOLES 108 222#define DISEASE 107
223#define SYMPTOM 108
268#define WAND 109 224#define WAND 109
269 225#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
270/*#define ABILITY 110*/
271#define SCROLL 111 226#define SCROLL 111
272#define DIRECTOR 112 227#define DIRECTOR 112
273#define GIRDLE 113 228#define GIRDLE 113
274#define FORCE 114 229#define FORCE 114
275#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 */
276#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 */
277 232#define ITEM_TRANSFORMER 117 /* Transforming one item with another */
233#define POWER_CRYSTAL 118
234#define CORPSE 119
235//120
278#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. */
279#define CONTAINER 122 237#define CONTAINER 122
280#define ARMOUR_IMPROVER 123 238#define ARMOUR_IMPROVER 123
281#define WEAPON_IMPROVER 124 239#define WEAPON_IMPROVER 124
282
283/* unused: 125 - 129
284 * type 125 was MONEY_CHANGER
285 */
286
287#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
288#define DEEP_SWAMP 138
289#define IDENTIFY_ALTAR 139
290
291/*#define CANCELLATION 141 */ /* not used with new spell code */
292
293#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
294
295/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */
296/*#define SWARM_SPELL 153*/
297
298#define RUNE 154
299#define TRAP 155
300
301#define POWER_CRYSTAL 156
302#define CORPSE 157
303
304#define DISEASE 158
305#define SYMPTOM 159
306#define BUILDER 160 /* Generic item builder, see subtypes */ 240#define BUILDER 125 /* Generic item builder, see subtypes */
307#define MATERIAL 161 /* Material for building */ 241#define MATERIAL 126 /* Material for building */
308 242
309/* #define GPS 162 Ground positionning system, moved to Python plugin */ 243#define NUM_TYPES 127 // must be max(type) + 1
310#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
311#define QUEST 164 /* See below for subtypes */
312#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
313 potions, alchemy, or magic works here (elmex) */
314 244
315/* END TYPE DEFINE */ 245/* END TYPE DEFINE */
316 246
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
317#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
318 279
319/* Subtypes for BUILDER */ 280/* Subtypes for BUILDER */
320#define ST_BD_BUILD 1 /* Builds an item */ 281#define ST_BD_BUILD 1 /* Builds an item */
321#define ST_BD_REMOVE 2 /* Removes an item */ 282#define ST_BD_REMOVE 2 /* Removes an item */
322 283
323/* Subtypes for MATERIAL */ 284/* Subtypes for MATERIAL */
324#define ST_MAT_FLOOR 1 /* Floor */ 285#define ST_MAT_FLOOR 1 /* Floor */
325#define ST_MAT_WALL 2 /* Wall */ 286#define ST_MAT_WALL 2 /* Wall */
326#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 287#define ST_MAT_ITEM 3 /* All other items, including doors & such */
288#define ST_MAT_QUAD 4 /* Quad build material */
327 289
328/* definitions for weapontypes */ 290/* definitions for weapontypes */
329 291
330#define WEAP_HIT 0 /* the basic */ 292#define WEAP_HIT 0 /* the basic */
331#define WEAP_SLASH 1 /* slash */ 293#define WEAP_SLASH 1 /* slash */
357#define PU_NOTHING 0x00000000 319#define PU_NOTHING 0x00000000
358 320
359#define PU_DEBUG 0x10000000 321#define PU_DEBUG 0x10000000
360#define PU_INHIBIT 0x20000000 322#define PU_INHIBIT 0x20000000
361#define PU_STOP 0x40000000 323#define PU_STOP 0x40000000
362#define PU_NEWMODE 0x80000000 324#define PU_ENABLE 0x80000000 // used to distinguish value density
363 325
364#define PU_RATIO 0x0000000F 326#define PU_RATIO 0x0000000F
365 327
366#define PU_FOOD 0x00000010 328#define PU_FOOD 0x00000010
367#define PU_DRINK 0x00000020 329#define PU_DRINK 0x00000020
397 * freearr, add these values. <= SIZEOFFREE1 will get you 359 * freearr, add these values. <= SIZEOFFREE1 will get you
398 * within 1 space. <= SIZEOFFREE2 wll get you withing 360 * within 1 space. <= SIZEOFFREE2 wll get you withing
399 * 2 spaces, and the entire array (< SIZEOFFREE) is 361 * 2 spaces, and the entire array (< SIZEOFFREE) is
400 * three spaces 362 * three spaces
401 */ 363 */
364#define SIZEOFFREE0 0
402#define SIZEOFFREE1 8 365#define SIZEOFFREE1 8
403#define SIZEOFFREE2 24 366#define SIZEOFFREE2 24
367#define SIZEOFFREE3 48
404#define SIZEOFFREE 49 368#define SIZEOFFREE 49
405 369
406#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 370#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
407 371
408/* 372/*
409 * If any FLAG's are added or changed, make sure the flag_names structure in 373 * If any FLAG's are added or changed, make sure the flag_names structure in
410 * common/loader.l is updated. 374 * common/loader.C is updated.
411 */ 375 */
412
413/* Basic routines to do above */
414#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1
415#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0
416#define QUERY_FLAG(obj, flag) (obj)->flags[flag]
417 376
418/* the flags */ 377/* the flags */
419 378
420#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 379#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
421#define FLAG_WIZ 1 /* Object has special privilegies */ 380#define FLAG_WIZ 1 /* Object has special privilegies */
422#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 381#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
423#define FLAG_FREED 3 /* Object is in the list of free objects */ 382#define FLAG_FREED 3 /* Object is in the list of free objects */
424#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 383#define FLAG_WIZLOOK 4 /* disable los and lighting */
425#define FLAG_APPLIED 5 /* Object is ready for use by living */ 384#define FLAG_APPLIED 5 /* Object is ready for use by living */
426#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 385#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
427#define FLAG_USE_SHIELD 7 386#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
428 /* Can this creature use a shield? */
429
430#define FLAG_NO_PICK 8 /* Object can't be picked up */ 387#define FLAG_NO_PICK 8 /* Object can't be picked up */
431 388#define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on
432 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 389/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
433
434 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
435#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 390#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
436 391/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
437 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 392/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
438 393#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
439 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
440#define FLAG_MONSTER 14 /* Will attack players */ 394#define FLAG_MONSTER 14 /* Will attack players */
441#define FLAG_FRIENDLY 15 /* Will help players */ 395#define FLAG_FRIENDLY 15 /* Will help players */
442
443#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 396#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
444#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 397#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
445#define FLAG_AUTO_APPLY 18 398#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
446 /* Will be applied when created */ 399#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
447 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
448#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 400#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
449#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 401#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
450#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 402#define FLAG_CAN_ROLL 22 /* Object can be rolled */
451#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 403#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
452#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 404#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
453 405/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
454 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 406/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
455
456 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
457
458 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 407/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
459#define FLAG_IS_USED_UP 28 408#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
460 /* When (--food<0) the object will exit */ 409#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
461#define FLAG_IDENTIFIED 29 410#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
462 /* Player knows full info about item */ 411#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
463#define FLAG_REFLECTING 30
464 /* Object reflects from walls (lightning) */
465#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
466
467/* Start of values in flags[1] */
468#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 412#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
469#define FLAG_HITBACK 33 /* Object will hit back when hit */ 413#define FLAG_HITBACK 33 /* Object will hit back when hit */
470#define FLAG_STARTEQUIP 34 414#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
471 /* Object was given to player at start */ 415#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
472#define FLAG_BLOCKSVIEW 35
473 /* Object blocks view */
474#define FLAG_UNDEAD 36 /* Monster is undead */ 416#define FLAG_UNDEAD 36 /* Monster is undead */
475#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 417#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
476#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 418#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
477#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 419#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
478 420#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
479#define FLAG_REFL_SPELL 40
480 /* Spells (some) will reflect from object */
481#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 421#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
482#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 422//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
483#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 423#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
484#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 424#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
485#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 425#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
486 but can still attack at a distance */ 426 but can still attack at a distance */
487 427/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
488 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
489 thru this object as if it wasn't there */ 428 thru this object as if it wasn't there */
490 429/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
491 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
492
493#define FLAG_PICK_UP 48 /* Can pick up */ 430#define FLAG_PICK_UP 48 /* Can pick up */
494#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 431#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
495#define FLAG_NO_DROP 50 /* Object can't be dropped */ 432#define FLAG_NO_DROP 50 /* Object can't be dropped */
496#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 433#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
497#define FLAG_CAST_SPELL 52 434#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
498 /* (Monster) can learn and cast spells */ 435#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
499#define FLAG_USE_SCROLL 53
500 /* (Monster) can read scroll */
501#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 436#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
502#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 437#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
503 438#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
504#define FLAG_USE_ARMOUR 56 439#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
505 /* (Monster) can wear armour/shield/helmet */
506#define FLAG_USE_WEAPON 57
507 /* (Monster) can wield weapons */
508#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 440#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
509#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 441#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
510#define FLAG_READY_BOW 60 /* not implemented yet */ 442#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
511#define FLAG_XRAYS 61 /* X-ray vision */ 443#define FLAG_XRAYS 61 /* X-ray vision */
512#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 444#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
513#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 445#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
514
515/* Start of values in flags[2] */
516#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 446#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
517#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 447#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
518#define FLAG_SLEEP 66 /* NPC is sleeping */ 448#define FLAG_SLEEP 66 /* NPC is sleeping */
519#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 449#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
520#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 450#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
521#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 451#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
522#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 452#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
523#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 453#define FLAG_STEALTH 71 /* Will wake monsters with less range */
524
525#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 454#define FLAG_WIZPASS 72 /* The wizard can go through walls */
526#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 455#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
527#define FLAG_CURSED 74 /* The object is cursed */ 456#define FLAG_CURSED 74 /* The object is cursed */
528#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 457#define FLAG_DAMNED 75 /* The object is _very_ cursed */
529#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 458#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
530#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 459#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
531#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 460#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
532#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 461#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
533
534#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 462#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
535#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 463#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
536#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 464#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
537 465#define FLAG_PRECIOUS 83 // object is precious (pets)
538/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */
539#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 466#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
540#define FLAG_MAKE_INVIS 85 467#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
541 /* (Item) gives invisibility when applied */ 468#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
542#define FLAG_INV_LOCKED 86
543 /* Item will not be dropped from inventory */
544#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 469#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
545
546#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 470#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
547#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 471#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
548#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 472#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
549#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 473#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
550#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 474#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
551#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 475#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
552#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 476#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
553 477/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
554 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
555
556/* Start of values in flags[3] */
557#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 478#define FLAG_NO_STEAL 96 /* Item can't be stolen */
558#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 479#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
559 * away (replaces ghosthit) 480 * away (replaces ghosthit)
560 */ 481 */
561#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 482#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
562 * detect cases were the server is trying
563 * to send an upditem when we have not
564 * actually sent the item.
565 */ 483
566
567#define FLAG_BERSERK 99 /* monster will attack closest living 484#define FLAG_BERSERK 99 /* monster will attack closest living
568 object */ 485 object */
569#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 486#define FLAG_NEUTRAL 100 /* monster is from type neutral */
570#define FLAG_NO_ATTACK 101 /* monster don't attack */ 487#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
571#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 488#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
572#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 489#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
573 * load_original_map() */ 490 * load_original_map() */
574#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 491#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
575 * the overlay, and is not subject to
576 * decay. */
577#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 492#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
578#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 493#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
579#define FLAG_IS_WATER 107 494#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
580#define FLAG_CONTENT_ON_GEN 108 495#define FLAG_CONTENT_ON_GEN 108
581#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 496#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
582#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 497#define FLAG_IS_BUILDABLE 110 /* Can build on item */
583#define FLAG_AFK 111 /* Player is AFK */ 498#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
584#define NUM_FLAGS 111 /* Should always be equal to the last 499#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
585 * defined flag. If you change this, 500#define FLAG_IS_QUAD 113 /* This is a destructible and buildable item
586 * make sure you update the flag_links 501 * (for the quads world for instance)
587 * in common/loader.l
588 */ 502 */
589 503
590/* Values can go up to 127 before the size of the flags array in the 504// temporary assignments
591 * object structure needs to be enlarged. 505#define FLAG_PHYSICS_QUEUE 114 // object queued for physics TODO: temporary allocation
592 * So there are 18 available flags slots
593 */
594 506
595 507#define NUM_FLAGS 115 /* Should always be equal to the last
596#define NROFNEWOBJS(xyz) ((xyz)->stats.food) 508 * defined flag + 1.
597 509 */
598#if 0
599
600/* These should no longer be needed - access move_slow_penalty
601 * directly.
602 */
603# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
604# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
605#endif
606 510
607/* If you add new movement types, you may need to update 511/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 512 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 513 * change_abil() probably should be updated also.
610 */ 514 */
611#define MOVE_WALK 0x1 /* Object walks */ 515#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 516#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 517#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6
615 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 518#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 519#define MOVE_BOAT 0x10 /* Boats/sailing */
520#define MOVE_SHIP 0x20 /* boats suitable for oceans */
521
522#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 523#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 524
630/* typdef here to define type large enough to hold bitmask of 525/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 526 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it
633 * at anyways.
634 */ 527 */
635typedef unsigned char MoveType; 528typedef unsigned char MoveType;
636 529
637/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 530/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
638 * Basically, ob2 has to block all of ob1 movement types. 531 * Basically, ob2 has to block all of ob1 movement types.
642 535
643/* Basic macro to see if if ob1 can not move onto a space based 536/* Basic macro to see if if ob1 can not move onto a space based
644 * on the 'type' move_block parameter 537 * on the 'type' move_block parameter
645 * Add check - if type is 0, don't stop anything from moving 538 * Add check - if type is 0, don't stop anything from moving
646 * onto it. 539 * onto it.
647 * 540 *
648 */ 541 */
649#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 542#define OB_TYPE_MOVE_BLOCK(ob1, type) \
650 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 543 ((type) && (ob1->move_type & type) == ob1->move_type)
651 544
652
653#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
654#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
655#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 545#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
656
657/* Note: These values are only a default value, resizing can change them */
658#define INV_SIZE 12 /* How many items can be viewed in inventory */
659#define LOOK_SIZE 6 /* ditto, but for the look-window */
660#define MAX_INV_SIZE 40 /* For initializing arrays */
661#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
662
663#define EDITABLE(xyz) ((xyz)->arch->editable)
664
665#define E_MONSTER 0x00000001
666#define E_EXIT 0x00000002
667#define E_TREASURE 0x00000004
668#define E_BACKGROUND 0x00000008
669#define E_DOOR 0x00000010
670#define E_SPECIAL 0x00000020
671#define E_SHOP 0x00000040
672#define E_NORMAL 0x00000080
673#define E_FALSE_WALL 0x00000100
674#define E_WALL 0x00000200
675#define E_EQUIPMENT 0x00000400
676#define E_OTHER 0x00000800
677#define E_ARTIFACT 0x00001000
678 546
679#define EXIT_PATH(xyz) (xyz)->slaying 547#define EXIT_PATH(xyz) (xyz)->slaying
680#define EXIT_LEVEL(xyz) (xyz)->stats.food 548#define EXIT_LEVEL(xyz) (xyz)->stats.food
681#define EXIT_X(xyz) (xyz)->stats.hp 549#define EXIT_X(xyz) (xyz)->stats.hp
682#define EXIT_Y(xyz) (xyz)->stats.sp 550#define EXIT_Y(xyz) (xyz)->stats.sp
683#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 551#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
684#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 552#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
685 553
686/* for use by the lighting code */ 554/* for use by the lighting code */
687#define MAX_LIGHT_RADII 4 555#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
688 /* max radii for 'light' object, really
689 * large values allow objects that can 556 * large values allow objects that can
690 * slow down the game */ 557 * slow down the game */
691#define MAX_DARKNESS 5 /* maximum map darkness, there is no 558#define MAX_DARKNESS 5 /* maximum map darkness, there is no
692 * practical reason to exceed this */ 559 * practical reason to exceed this */
560#define LOS_MAX 4 /* max. los value for non-blocked spaces */
561#define LOS_BLOCKED 100 /* fully blocked spaces */
693#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 562#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \
694 MAX_LIGHT_RADII:(xyz)->glow_radius; 563 MAX_LIGHT_RADII : (xyz)->glow_radius;
564// player position in blocked_los code
565#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
566#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
567
695 568
696#define F_BUY 0 569#define F_BUY 0
697#define F_SELL 1 570#define F_SELL 1
698#define F_TRUE 2 /* True value of item, unadjusted */ 571#define F_TRUE 2 /* True value of item, unadjusted */
699#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 572#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
703#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 576#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
704 577
705#define DIRX(xyz) freearr_x[(xyz)->direction] 578#define DIRX(xyz) freearr_x[(xyz)->direction]
706#define DIRY(xyz) freearr_y[(xyz)->direction] 579#define DIRY(xyz) freearr_y[(xyz)->direction]
707 580
708#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
709#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
710
711#define ARMOUR_SPEED(xyz) (xyz)->last_sp 581#define ARMOUR_SPEED(xyz) (xyz)->last_sp
712#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 582#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
713#define WEAPON_SPEED(xyz) (xyz)->last_sp 583#define WEAPON_SPEED(xyz) (xyz)->last_sp
714 584
715/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 585/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
716 each of them signed char, concatenated in a int16 */ 586 each of them signed char, concatenated in a int16 */
717#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 587#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
718#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 588#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
719#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 589#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
590
720#define FIRE_DIRECTIONAL 0 591#define FIRE_DIRECTIONAL 0
721#define FIRE_POSITIONAL 1 592#define FIRE_POSITIONAL 1
722 593
723/******************************************************************************/ 594/******************************************************************************/
724
725/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 595/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
726
727/******************************************************************************/ 596/******************************************************************************/
728
729/* if your monsters start acting wierd, mail me */ 597/* if your monsters start acting wierd, mail me */
730
731/******************************************************************************/ 598/******************************************************************************/
732
733/* the following definitions are for the attack_movement variable in monsters */ 599/* the following definitions are for the attack_movement variable in monsters */
734
735/* if the attack_variable movement is left out of the monster archetype, or is*/ 600/* if the attack_variable movement is left out of the monster archetype, or is*/
736
737/* set to zero */ 601/* set to zero */
738
739/* the standard mode of movement from previous versions of crossfire will be */ 602/* the standard mode of movement from previous versions of crossfire will be */
740
741/* used. the upper four bits of movement data are not in effect when the monst*/ 603/* used. the upper four bits of movement data are not in effect when the monst*/
742
743/* er has an enemy. these should only be used for non agressive monsters. */ 604/* er has an enemy. these should only be used for non agressive monsters. */
744
745/* to program a monsters movement add the attack movement numbers to the movem*/ 605/* to program a monsters movement add the attack movement numbers to the movem*/
746
747/* ment numbers example a monster that moves in a circle until attacked and */ 606/* ment numbers example a monster that moves in a circle until attacked and */
748
749/* then attacks from a distance: */ 607/* then attacks from a distance: */
750
751/* CIRCLE1 = 32 */ 608/* CIRCLE1 = 32 */
752
753/* + DISTATT = 1 */ 609/* + DISTATT = 1 */
754
755/* ------------------- */ 610/* ------------------- */
756
757/* attack_movement = 33 */ 611/* attack_movement = 33 */
758
759/******************************************************************************/ 612/******************************************************************************/
760#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 613#define DISTATT 1 /* move toward a player if far, but mantain some space, */
761 /* attack from a distance - good for missile users only */ 614 /* attack from a distance - good for missile users only */
762#define RUNATT 2 /* run but attack if player catches up to object */ 615#define RUNATT 2 /* run but attack if player catches up to object */
763#define HITRUN 3 /* run to then hit player then run away cyclicly */ 616#define HITRUN 3 /* run to then hit player then run away cyclicly */
764#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 617#define WAITATT 4 /* wait for player to approach then hit, move if hit */
765#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 618#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
766#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 619#define ALLRUN 6 /* always run never attack good for sim. of weak player */
767#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 620#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
768#define WAIT2 8 /* monster does not try to move towards player if far */ 621#define WAIT2 8 /* monster does not try to move towards player if far */
769 /* maintains comfortable distance */ 622 /* maintains comfortable distance */
623
770#define PETMOVE 16 /* if the upper four bits of attack_movement */ 624#define PETMOVE 16 /* if the upper four bits of attack_movement */
771 /* are set to this number, the monster follows a player */ 625 /* are set to this number, the monster follows a player */
772 /* until the owner calls it back or off */ 626 /* until the owner calls it back or off */
773 /* player followed denoted by 0b->owner */ 627 /* player followed denoted by 0b->owner */
774 /* the monster will try to attack whatever the player is */ 628 /* the monster will try to attack whatever the player is */
775 /* attacking, and will continue to do so until the owner */ 629 /* attacking, and will continue to do so until the owner */
776 /* calls off the monster - a key command will be */ 630 /* calls off the monster - a key command will be */
777 /* inserted to do so */ 631 /* inserted to do so */
778#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 632#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
779 /* are set to this number, the monster will move in a */ 633 /* are set to this number, the monster will move in a */
780 /* circle until it is attacked, or the enemy field is */ 634 /* circle until it is attacked, or the enemy field is */
781 /* set, this is good for non-aggressive monsters and NPC */ 635 /* set, this is good for non-aggressive monsters and NPC */
782#define CIRCLE2 48 /* same as above but a larger circle is used */ 636#define CIRCLE2 48 /* same as above but a larger circle is used */
783#define PACEH 64 /* The Monster will pace back and forth until attacked */ 637#define PACEH 64 /* The Monster will pace back and forth until attacked */
784 /* this is HORIZONTAL movement */ 638 /* this is HORIZONTAL movement */
785#define PACEH2 80 /* the monster will pace as above but the length of the */ 639#define PACEH2 80 /* the monster will pace as above but the length of the */
786 /* pace area is longer and the monster stops before */ 640 /* pace area is longer and the monster stops before */
787 /* changing directions */ 641 /* changing directions */
788 /* this is HORIZONTAL movement */ 642 /* this is HORIZONTAL movement */
789#define RANDO 96 /* the monster will go in a random direction until */ 643#define RANDO 96 /* the monster will go in a random direction until */
790 /* it is stopped by an obstacle, then it chooses another */ 644 /* it is stopped by an obstacle, then it chooses another */
791 /* direction. */ 645 /* direction. */
792#define RANDO2 112 /* constantly move in a different random direction */ 646#define RANDO2 112 /* constantly move in a different random direction */
793#define PACEV 128 /* The Monster will pace back and forth until attacked */ 647#define PACEV 128 /* The Monster will pace back and forth until attacked */
794 /* this is VERTICAL movement */ 648 /* this is VERTICAL movement */
795#define PACEV2 144 /* the monster will pace as above but the length of the */ 649#define PACEV2 144 /* the monster will pace as above but the length of the */
796 /* pace area is longer and the monster stops before */ 650 /* pace area is longer and the monster stops before */
797 /* changing directions */ 651 /* changing directions */
798 /* this is VERTICAL movement */ 652 /* this is VERTICAL movement */
799#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 653#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
800#define HI4 240 654#define HI4 240
801 655
802/*
803 * Use of the state-variable in player objects:
804 */
805
806#define ST_PLAYING 0
807#define ST_PLAY_AGAIN 1
808#define ST_ROLL_STAT 2
809#define ST_CHANGE_CLASS 3
810#define ST_CONFIRM_QUIT 4
811#define ST_CONFIGURE 5
812#define ST_GET_NAME 6
813#define ST_GET_PASSWORD 7
814#define ST_CONFIRM_PASSWORD 8
815#define ST_GET_PARTY_PASSWORD 10
816
817#define BLANK_FACE_NAME "blank.111" 656#define BLANK_FACE_NAME "blank.x11"
818#define EMPTY_FACE_NAME "empty.111" 657#define EMPTY_FACE_NAME "empty.x11"
819#define DARK_FACE1_NAME "dark1.111" 658#define MAGICMOUTH_FACE_NAME "magicmouth.x11"
820#define DARK_FACE2_NAME "dark2.111"
821#define DARK_FACE3_NAME "dark3.111"
822#define SMOOTH_FACE_NAME "default_smoothed.111"
823 659
824/* 660/*
825 * Defines for the luck/random functions to make things more readable 661 * Defines for the luck/random functions to make things more readable
826 */ 662 */
827 663
828#define PREFER_HIGH 1 664#define PREFER_HIGH 1
829#define PREFER_LOW 0 665#define PREFER_LOW 0
830
831/* Simple function we use below to keep adding to the same string
832 * but also make sure we don't overwrite that string.
833 */
834static inline void
835safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
836{
837 if (*curlen == (maxlen - 1))
838 return;
839
840 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
841 dest[maxlen - 1] = 0;
842 *curlen += strlen (orig);
843
844 if (*curlen > (maxlen - 1))
845 *curlen = maxlen - 1;
846}
847
848
849/* The SAFE versions of these call the safe_strcat function above.
850 * Ideally, all functions should use the SAFE functions, but they
851 * require some extra support in the calling function to remain as
852 * efficient.
853 */
854#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
855 if(variable) { \
856 int i,j=0; \
857 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
858 for(i=0; i<NROFATTACKS; i++) \
859 if(variable & (1<<i)) { \
860 if (j) \
861 safe_strcat(retbuf,", ", len, maxlen); \
862 else \
863 j = 1; \
864 safe_strcat(retbuf, attacks[i], len, maxlen); \
865 } \
866 safe_strcat(retbuf,")",len,maxlen); \
867 }
868
869
870/* separated this from the common/item.c file. b.t. Dec 1995 */
871
872#define DESCRIBE_ABILITY(retbuf, variable, name) \
873 if(variable) { \
874 int i,j=0; \
875 strcat(retbuf,"(" name ": "); \
876 for(i=0; i<NROFATTACKS; i++) \
877 if(variable & (1<<i)) { \
878 if (j) \
879 strcat(retbuf,", "); \
880 else \
881 j = 1; \
882 strcat(retbuf, attacks[i]); \
883 } \
884 strcat(retbuf,")"); \
885 }
886
887
888#define DESCRIBE_PATH(retbuf, variable, name) \
889 if(variable) { \
890 int i,j=0; \
891 strcat(retbuf,"(" name ": "); \
892 for(i=0; i<NRSPELLPATHS; i++) \
893 if(variable & (1<<i)) { \
894 if (j) \
895 strcat(retbuf,", "); \
896 else \
897 j = 1; \
898 strcat(retbuf, spellpathnames[i]); \
899 } \
900 strcat(retbuf,")"); \
901 }
902
903
904#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
905 if(variable) { \
906 int i,j=0; \
907 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
908 for(i=0; i<NRSPELLPATHS; i++) \
909 if(variable & (1<<i)) { \
910 if (j) \
911 safe_strcat(retbuf,", ", len, maxlen); \
912 else \
913 j = 1; \
914 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
915 } \
916 safe_strcat(retbuf,")", len, maxlen); \
917 }
918 666
919/* Flags for apply_special() */ 667/* Flags for apply_special() */
920enum apply_flag 668enum apply_flag
921{ 669{
922 /* Basic flags, always use one of these */ 670 /* Basic flags/mode, always use one of these */
923 AP_NULL = 0, 671 AP_TOGGLE = 0,
924 AP_APPLY = 1, 672 AP_APPLY = 0x01,
925 AP_UNAPPLY = 2, 673 AP_UNAPPLY = 0x02,
926 674 AP_MODE = 0x03,
927 AP_BASIC_FLAGS = 15,
928 675
929 /* Optional flags, for bitwise or with a basic flag */ 676 /* Optional flags, for bitwise or with a basic flag */
930 AP_NO_MERGE = 16, 677 AP_NO_MERGE = 0x10,
931 AP_IGNORE_CURSE = 32, 678 AP_IGNORE_CURSE = 0x20,
932 AP_PRINT = 64 /* Print what to do, don't actually do it */ 679 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
933 /* Note this is supported in all the functions */ 680 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
934}; 681};
935 682
936/* Bitmask values for 'can_apply_object()' return values. 683/* Bitmask values for 'can_apply_object()' return values.
937 * the CAN_APPLY_ prefix is to just note what function the 684 * the CAN_APPLY_ prefix is to just note what function the
938 * are returned from. 685 * are returned from.
957 * this one can be applied. Think of rings - human is wearing two 704 * this one can be applied. Think of rings - human is wearing two
958 * rings and tries to apply one - there are two possible rings he 705 * rings and tries to apply one - there are two possible rings he
959 * could remove. 706 * could remove.
960 * 707 *
961 */ 708 */
962#define CAN_APPLY_NEVER 0x1 709#define CAN_APPLY_NEVER 0x01
963#define CAN_APPLY_RESTRICTION 0x2 710#define CAN_APPLY_RESTRICTION 0x02
964#define CAN_APPLY_NOT_MASK 0xf 711#define CAN_APPLY_NOT_MASK 0x0f
712
965#define CAN_APPLY_UNAPPLY 0x10 713#define CAN_APPLY_UNAPPLY 0x10
966#define CAN_APPLY_UNAPPLY_MULT 0x20 714#define CAN_APPLY_UNAPPLY_MULT 0x20
967#define CAN_APPLY_UNAPPLY_CHOICE 0x40 715#define CAN_APPLY_UNAPPLY_CHOICE 0x40
968 716
969/* Cut off point of when an object is put on the active list or not */ 717// Cut off point of when an object is put on the active list or not
718// we use 2**-n because that can be represented exactly
719// also make sure that this is a float, not double, constant.
720// some areas in the server divide by this value, so
721// to avoid integer overflows it should not be much lower.
722#define MIN_ACTIVE_SPEED (1.f / 65536.f)
723
724/* have mercy on players and guarantee a somewhat higher speed */
970#define MIN_ACTIVE_SPEED 0.00001 725#define MIN_PLAYER_SPEED 0.04f
971
972/*
973 * random() is much better than rand(). If you have random(), use it instead.
974 * You shouldn't need to change any of this
975 *
976 * 0.93.3: It looks like linux has random (previously, it was set below
977 * to use rand). Perhaps old version of linux lack rand? IF you run into
978 * problems, add || defined(__linux__) the #if immediately below.
979 *
980 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
981 * here.
982 */
983
984#define RANDOM() random()
985#define SRANDOM(xyz) srandom(xyz)
986
987/* Returns the weight of the given object. Note: it does not take the number of
988 * items (nrof) into account.
989 */
990#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
991
992
993/* Code fastening defines
994 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
995 * buf__ and increment buf__ position so it will point to the end of buf__.
996 * the '\0' caracter will not be put at end of buf__.
997 * use preparefastcat and finishfastcat on buf__ to prepare
998 * and clean up the string. (Lots faster than doing each time...)
999 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1000 * keep in mind FAST_STRNCAT is faster since length of second argument is
1001 * kown in advance.
1002 */
1003
1004#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1005#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1006#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1007#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1008
1009 /* You may uncomment following define to check sanity of code.
1010 * But use as debug only (loses all speed gained by those macros)
1011 */
1012
1013/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1014 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1015
1016
1017
1018
1019
1020
1021 726
1022/* 727/*
1023 * Warning! 728 * Warning!
1024 * If you add message types here, don't forget 729 * If you add message types here, don't forget
1025 * to keep the client up to date too! 730 * to keep the client up to date too!
1026 */ 731 */
1027
1028 732
1029/* message types */ 733/* message types */
1030#define MSG_TYPE_BOOK 1 734#define MSG_TYPE_BOOK 1
1031#define MSG_TYPE_CARD 2 735#define MSG_TYPE_CARD 2
1032#define MSG_TYPE_PAPER 3 736#define MSG_TYPE_PAPER 3
1111 815
1112/* admin messages */ 816/* admin messages */
1113#define MSG_TYPE_ADMIN_RULES 1 817#define MSG_TYPE_ADMIN_RULES 1
1114#define MSG_TYPE_ADMIN_NEWS 2 818#define MSG_TYPE_ADMIN_NEWS 2
1115 819
820/**
821 * Maximum distance a player may hear a sound from.
822 * This is only used for client/server sound and say. If the sound source
823 * on the map is farther away than this, we don't sent it to the client.
824 */
825#define MAX_SOUND_DISTANCE 16
826
827#define LOG_CHANNEL "log" // the plain and ugly standard server log
828#define INFO_CHANNEL "info" // lower_left box
829#define SAY_CHANNEL "say"
830#define CHAT_CHANNEL "chat"
831#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
832
833/* The following are the color flags passed to new_draw_info.
834 *
835 * We also set up some control flags
836 *
837 * NDI = New Draw Info
838 */
839
840/* Color specifications - note these match the order in xutil.c */
841/* Note 2: Black, the default color, is 0. Thus, it does not need to
842 * be implicitly specified.
843 */
844#define NDI_BLACK 0
845#define NDI_WHITE 1
846#define NDI_NAVY 2
847#define NDI_RED 3
848#define NDI_ORANGE 4
849#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
850#define NDI_DK_ORANGE 6 /* DarkOrange2 */
851#define NDI_GREEN 7 /* SeaGreen */
852#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
853 /* Than seagreen - also background color */
854#define NDI_GREY 9
855#define NDI_BROWN 10 /* Sienna */
856#define NDI_GOLD 11
857#define NDI_TAN 12 /* Khaki */
858
859#define NDI_MAX_COLOR 12 /* Last value in */
860#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
861 /* using an int anyways, so we have the space */
862 /* to still do all the flags */
863
864#define NDI_REPLY 0x20 // is a direct reply to a user command
865#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
866#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
867#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
868
869#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
870#define NDI_ALL 0x2000 /* Inform all players of this message */
871#define NDI_DEF 0x4000 // ignore colour for channel protocol
872#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
873
1116#endif /* DEFINE_H */ 874#endif /* DEFINE_H */
1117 875

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