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Comparing deliantra/server/include/define.h (file contents):
Revision 1.22 by elmex, Wed Dec 20 10:30:59 2006 UTC vs.
Revision 1.76 by root, Sun Oct 7 15:52:05 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//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 94#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 95#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 96#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 97#define TOO_MANY_ERRORS 3
102 98
103/* TYPE DEFINES */ 99/* TYPE DEFINES */
104 100
105/* Only add new values to this list if somewhere in the program code, 101/* Only add new values to this list if somewhere in the program code,
110 * flags 106 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 107 * 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 108 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 109 */
114 110
115/* type 0 will be undefined and shows a non valid type information */ 111/* USED TYPES: (for dead types please look at the bottom of the type
112 * definitions)
113 */
114
115/* type 0 objects have the default behaviour */
116 116
117#define PLAYER 1 117#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 118#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 119#define ROD 3
120#define TREASURE 4 120#define TREASURE 4
121#define POTION 5 121#define POTION 5
122#define FOOD 6 122#define FOOD 6
123#define POISON 7 123#define POISON 7
124#define BOOK 8 124#define BOOK 8
125#define CLOCK 9 125#define CLOCK 9
126 126//10
127/*#define FBULLET 10 */ 127//11
128/*#define FBALL 11 */ 128//12
129
130#define LIGHTNING 12
131#define ARROW 13 129#define ARROW 13
132#define BOW 14 130#define BOW 14
133#define WEAPON 15 131#define WEAPON 15
134#define ARMOUR 16 132#define ARMOUR 16
135#define PEDESTAL 17 133#define PEDESTAL 17
136#define ALTAR 18 134#define ALTAR 18
137 135//19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 136#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 137#define SPECIAL_KEY 21
142#define MAP 22 138#define MAP 22
143#define DOOR 23 139#define DOOR 23
144#define KEY 24 140#define KEY 24
145 141//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 142#define TIMED_GATE 26
149#define TRIGGER 27 143#define TRIGGER 27
150#define GRIMREAPER 28 144#define GRIMREAPER 28
151#define MAGIC_EAR 29 145#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 146#define TRIGGER_BUTTON 30
161#define AMULET 39 155#define AMULET 39
162#define PLAYERMOVER 40 156#define PLAYERMOVER 40
163#define TELEPORTER 41 157#define TELEPORTER 41
164#define CREATOR 42 158#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 159#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 160//44
167/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
168 * experience for broad skill categories. This value
169 * is now automatically converteed at load time.
170 */
171
172#define EARTHWALL 45 161#define EARTHWALL 45
173#define GOLEM 46 162#define GOLEM 46
174 163//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 164#define THROWN_OBJ 48
177#define BLINDNESS 49 165#define BLINDNESS 49
178#define GOD 50 166#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 167#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 168 * which notices the presense of
195 183
196#define PEACEMAKER 59 /* Object owned by a player which can convert 184#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 185 * a monster into a peaceful being incapable of attack.
198 */ 186 */
199#define GEM 60 187#define GEM 60
200 188//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 189#define FIREWALL 62
204#define ANVIL 63 190#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
206#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 192#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 193 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 194 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 195 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 196 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 197 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 198 * 4 = charm, monsters become pets
199 * 5 = destroy monsters
200 * 6 = destroy pets / friendlies
201 */
213#define EXIT 66 202#define EXIT 66
214#define ENCOUNTER 67 203#define ENCOUNTER 67
215#define SHOP_FLOOR 68 204#define SHOP_FLOOR 68
216#define SHOP_MAT 69 205#define SHOP_MAT 69
217#define RING 70 206#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 207#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 208#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 209#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 210#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 211#define LIGHTER 75
223 212//76
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 213#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed. 214//78
226 */
227
228#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
229
230#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */
231#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
232#define MISC_OBJECT 79 /* misc. objects are for objects without a function 215#define MISC_OBJECT 79 /* misc. objects are for objects without a function
233 in the engine. Like statues, clocks, chairs,... 216 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 217 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 218 on chairs, we create a new type and remove all
236 chairs from here. */ 219 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 220//80
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 221//81
239#define LAMP 82 /* a lamp */ 222#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 223#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 224//84
242#define SPELLBOOK 85 225#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 226//86
244#define CLOAK 87 227#define CLOAK 87
245 228//88
246/*#define CONE 88 */ 229//89
247/*#define AURA 89 */ /* aura spell object */
248
249#define SPINNER 90 230#define SPINNER 90
250#define GATE 91 231#define GATE 91
251#define BUTTON 92 232#define BUTTON 92
252#define CF_HANDLE 93 233#define CF_HANDLE 93
253#define HOLE 94 234#define HOLE 94
254#define TRAPDOOR 95 235#define TRAPDOOR 95
255 236//96
256/*#define WORD_OF_RECALL 96 */ 237//97
257/*#define PARAIMAGE 97 */
258
259#define SIGN 98 238#define SIGN 98
260#define BOOTS 99 239#define BOOTS 99
261#define GLOVES 100 240#define GLOVES 100
262#define SPELL 101 241#define SPELL 101
263#define SPELL_EFFECT 102 242#define SPELL_EFFECT 102
264#define CONVERTER 103 243#define CONVERTER 103
265#define BRACERS 104 244#define BRACERS 104
266#define POISONING 105 245#define POISONING 105
267#define SAVEBED 106 246#define SAVEBED 106
268#define POISONCLOUD 107 247//107
269#define FIREHOLES 108 248//108
270#define WAND 109 249#define WAND 109
271 250#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
272/*#define ABILITY 110*/
273#define SCROLL 111 251#define SCROLL 111
274#define DIRECTOR 112 252#define DIRECTOR 112
275#define GIRDLE 113 253#define GIRDLE 113
276#define FORCE 114 254#define FORCE 114
277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 255#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
278#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 256#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
279 257//117
258//118
259//119
260//120
280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 261#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281#define CONTAINER 122 262#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 263#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 264#define WEAPON_IMPROVER 124
284 265//125
285/* unused: 125 - 129 266//126
286 * type 125 was MONEY_CHANGER 267//127
287 */ 268//128
288 269//129
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 270#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
271//131
272//132
273//133
274//134
275//135
276//136
277//137
290#define DEEP_SWAMP 138 278#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 279#define IDENTIFY_ALTAR 139
292 280//140
293/*#define CANCELLATION 141 */ /* not used with new spell code */ 281//141
294 282//142
283//143
284//144
285//145
286//146
287//147
288//148
289//149
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 290#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296 291//151
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 292//152
298/*#define SWARM_SPELL 153*/ 293//153
299
300#define RUNE 154 294#define RUNE 154
301#define TRAP 155 295#define TRAP 155
302
303#define POWER_CRYSTAL 156 296#define POWER_CRYSTAL 156
304#define CORPSE 157 297#define CORPSE 157
305
306#define DISEASE 158 298#define DISEASE 158
307#define SYMPTOM 159 299#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 300#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 301#define MATERIAL 161 /* Material for building */
310 302//162
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 303#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313#define QUEST 164 /* See below for subtypes */ 304//164
314#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 305#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
315 potions, alchemy, or magic works here (elmex) */ 306 potions, alchemy, or magic works here (elmex) */
316 307
308#define NUM_TYPES 166 // must be max(type) + 1
309
317/* END TYPE DEFINE */ 310/* END TYPE DEFINE */
318 311
319#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 312// maximum supported subtype number + 1, can be increased to 256
313// currently (2007-09) in use: 50
314#define NUM_SUBTYPES 64
320 315
321/* Subtypes for BUILDER */ 316/* Subtypes for BUILDER */
322#define ST_BD_BUILD 1 /* Builds an item */ 317#define ST_BD_BUILD 1 /* Builds an item */
323#define ST_BD_REMOVE 2 /* Removes an item */ 318#define ST_BD_REMOVE 2 /* Removes an item */
324 319
325/* Subtypes for MATERIAL */ 320/* Subtypes for MATERIAL */
326#define ST_MAT_FLOOR 1 /* Floor */ 321#define ST_MAT_FLOOR 1 /* Floor */
327#define ST_MAT_WALL 2 /* Wall */ 322#define ST_MAT_WALL 2 /* Wall */
328#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 323#define ST_MAT_ITEM 3 /* All other items, including doors & such */
411 * If any FLAG's are added or changed, make sure the flag_names structure in 406 * If any FLAG's are added or changed, make sure the flag_names structure in
412 * common/loader.l is updated. 407 * common/loader.l is updated.
413 */ 408 */
414 409
415/* Basic routines to do above */ 410/* Basic routines to do above */
416#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 411#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
417#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 412#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
418#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 413#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
419 414
420/* the flags */ 415/* the flags */
421 416
422#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 417#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
423#define FLAG_WIZ 1 /* Object has special privilegies */ 418#define FLAG_WIZ 1 /* Object has special privilegies */
424#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 419#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
425#define FLAG_FREED 3 /* Object is in the list of free objects */ 420#define FLAG_FREED 3 /* Object is in the list of free objects */
426#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 421//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
427#define FLAG_APPLIED 5 /* Object is ready for use by living */ 422#define FLAG_APPLIED 5 /* Object is ready for use by living */
428#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 423#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
429#define FLAG_USE_SHIELD 7 424#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
430 /* Can this creature use a shield? */
431 425
432#define FLAG_NO_PICK 8 /* Object can't be picked up */ 426#define FLAG_NO_PICK 8 /* Object can't be picked up */
433 427
434 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 428/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
435
436 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 429/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
430
437#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 431#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
438 432
439 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 433/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
440
441 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 434/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
435
442#define FLAG_MONSTER 14 /* Will attack players */ 436#define FLAG_MONSTER 14 /* Will attack players */
443#define FLAG_FRIENDLY 15 /* Will help players */ 437#define FLAG_FRIENDLY 15 /* Will help players */
444
445#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 438#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
446#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 439#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
447#define FLAG_AUTO_APPLY 18 440#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
448 /* Will be applied when created */ 441#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
449 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
450#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 442#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
451#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 443#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
452#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 444#define FLAG_CAN_ROLL 22 /* Object can be rolled */
453#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 445#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
454#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 446#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
455 447
456 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 448/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
457
458 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 449/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
459
460 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 450/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
461#define FLAG_IS_USED_UP 28 451
462 /* When (--food<0) the object will exit */ 452#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
463#define FLAG_IDENTIFIED 29 453#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
464 /* Player knows full info about item */ 454#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
465#define FLAG_REFLECTING 30
466 /* Object reflects from walls (lightning) */
467#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 455#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
468
469/* Start of values in flags[1] */
470#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 456#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
471#define FLAG_HITBACK 33 /* Object will hit back when hit */ 457#define FLAG_HITBACK 33 /* Object will hit back when hit */
472#define FLAG_STARTEQUIP 34 458#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
473 /* Object was given to player at start */ 459#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
474#define FLAG_BLOCKSVIEW 35
475 /* Object blocks view */
476#define FLAG_UNDEAD 36 /* Monster is undead */ 460#define FLAG_UNDEAD 36 /* Monster is undead */
477#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 461#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
478#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 462#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
479#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 463#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
464#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
480 465
481#define FLAG_REFL_SPELL 40
482 /* Spells (some) will reflect from object */
483#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 466#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
484#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 467#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
485#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 468#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
486#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 469#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
487#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 470#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
488 but can still attack at a distance */ 471 but can still attack at a distance */
489 472
490 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 473/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
491 thru this object as if it wasn't there */ 474 thru this object as if it wasn't there */
492 475/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
493 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
494 476
495#define FLAG_PICK_UP 48 /* Can pick up */ 477#define FLAG_PICK_UP 48 /* Can pick up */
496#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 478#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
497#define FLAG_NO_DROP 50 /* Object can't be dropped */ 479#define FLAG_NO_DROP 50 /* Object can't be dropped */
498#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 480#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
499#define FLAG_CAST_SPELL 52 481
500 /* (Monster) can learn and cast spells */ 482#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
501#define FLAG_USE_SCROLL 53 483#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
502 /* (Monster) can read scroll */
503#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 484#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
504#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 485#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
505 486#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
506#define FLAG_USE_ARMOUR 56 487#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
507 /* (Monster) can wear armour/shield/helmet */
508#define FLAG_USE_WEAPON 57
509 /* (Monster) can wield weapons */
510#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 488#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
511#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 489#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
512#define FLAG_READY_BOW 60 /* not implemented yet */ 490#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
491
513#define FLAG_XRAYS 61 /* X-ray vision */ 492#define FLAG_XRAYS 61 /* X-ray vision */
514#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 493#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
515#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 494#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
516 495
517/* Start of values in flags[2] */
518#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 496#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
519#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 497#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
520#define FLAG_SLEEP 66 /* NPC is sleeping */ 498#define FLAG_SLEEP 66 /* NPC is sleeping */
521#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 499#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
522#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 500#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
535 513
536#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 514#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
537#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 515#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
538#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 516#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
539 517
540/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 518#define FLAG_PRECIOUS 83 // object is precious (pets)
541#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 519#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
542#define FLAG_MAKE_INVIS 85 520#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
543 /* (Item) gives invisibility when applied */ 521#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
544#define FLAG_INV_LOCKED 86 522
545 /* Item will not be dropped from inventory */
546#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 523#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
547
548#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 524#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
549#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 525#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
550#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 526#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
551#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 527#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
552#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 528#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
553#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 529#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
554#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 530#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
555 531
556 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 532/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
557 533
558/* Start of values in flags[3] */
559#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 534#define FLAG_NO_STEAL 96 /* Item can't be stolen */
560#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 535#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
561 * away (replaces ghosthit) 536 * away (replaces ghosthit)
562 */ 537 */
563#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 538#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to
567 */ 542 */
568 543
569#define FLAG_BERSERK 99 /* monster will attack closest living 544#define FLAG_BERSERK 99 /* monster will attack closest living
570 object */ 545 object */
571#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 546#define FLAG_NEUTRAL 100 /* monster is from type neutral */
572#define FLAG_NO_ATTACK 101 /* monster don't attack */ 547#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
573#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 548#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
574#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 549#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
575 * load_original_map() */ 550 * load_original_map() */
576#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 551//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
577 * the overlay, and is not subject to 552// * the overlay, and is not subject to
578 * decay. */ 553// * decay. */
579#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 554#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
580#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 555#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
581#define FLAG_IS_WATER 107 556#define FLAG_IS_WATER 107
582#define FLAG_CONTENT_ON_GEN 108 557#define FLAG_CONTENT_ON_GEN 108
583#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 558#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
584#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 559#define FLAG_IS_BUILDABLE 110 /* Can build on item */
585#define FLAG_AFK 111 /* Player is AFK */ 560#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
561#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
562
586#define NUM_FLAGS 111 /* Should always be equal to the last 563#define NUM_FLAGS 113 /* Should always be equal to the last
587 * defined flag. If you change this, 564 * defined flag + 1. If you change this,
588 * make sure you update the flag_links 565 * make sure you update the flag_links
589 * in common/loader.l 566 * in common/loader.l
590 */ 567 */
591
592/* Values can go up to 127 before the size of the flags array in the
593 * object structure needs to be enlarged.
594 * So there are 18 available flags slots
595 */
596
597
598#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
599
600#if 0
601
602/* These should no longer be needed - access move_slow_penalty
603 * directly.
604 */
605# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
606# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
607#endif
608 568
609/* If you add new movement types, you may need to update 569/* If you add new movement types, you may need to update
610 * describe_item() so properly describe those types. 570 * describe_item() so properly describe those types.
611 * change_abil() probably should be updated also. 571 * change_abil() probably should be updated also.
612 */ 572 */
613#define MOVE_WALK 0x1 /* Object walks */ 573#define MOVE_WALK 0x01 /* Object walks */
614#define MOVE_FLY_LOW 0x2 /* Low flying object */ 574#define MOVE_FLY_LOW 0x02 /* Low flying object */
615#define MOVE_FLY_HIGH 0x4 /* High flying object */ 575#define MOVE_FLY_HIGH 0x04 /* High flying object */
616#define MOVE_FLYING 0x6 576#define MOVE_FLYING 0x06
617 /* Combo of fly_low and fly_high */ 577 /* Combo of fly_low and fly_high */
618#define MOVE_SWIM 0x8 /* Swimming object */ 578#define MOVE_SWIM 0x08 /* Swimming object */
619#define MOVE_BOAT 0x10 /* Boats/sailing */ 579#define MOVE_BOAT 0x10 /* Boats/sailing */
580#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
581
620#define MOVE_ALL 0x1f /* Mask of all movement types */ 582#define MOVE_ALL 0x3f /* Mask of all movement types */
621
622/* the normal assumption is that objects are walking/flying.
623 * So often we don't want to block movement, but still don't want
624 * to allow all types (swimming is rather specialized) - I also
625 * expect as more movement types show up, this is likely to get
626 * updated. Basically, this is the default for spaces that allow
627 * movement - anything but swimming right now. If you really
628 * want nothing at all, then can always set move_block to 0
629 */
630#define MOVE_BLOCK_DEFAULT MOVE_SWIM
631 583
632/* typdef here to define type large enough to hold bitmask of 584/* typdef here to define type large enough to hold bitmask of
633 * all movement types. Make one declaration so easy to update. 585 * all movement types. Make one declaration so easy to update.
634 * uint8 is defined yet, so just use what that would define it
635 * at anyways.
636 */ 586 */
637typedef unsigned char MoveType; 587typedef unsigned char MoveType;
638 588
639/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 589/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
640 * Basically, ob2 has to block all of ob1 movement types. 590 * Basically, ob2 has to block all of ob1 movement types.
647 * Add check - if type is 0, don't stop anything from moving 597 * Add check - if type is 0, don't stop anything from moving
648 * onto it. 598 * onto it.
649 * 599 *
650 */ 600 */
651#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 601#define OB_TYPE_MOVE_BLOCK(ob1, type) \
652 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 602 ((type) && (ob1->move_type & type) == ob1->move_type)
653
654 603
655#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 604#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
656#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 605#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
657#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 606#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
658
659/* Note: These values are only a default value, resizing can change them */
660#define INV_SIZE 12 /* How many items can be viewed in inventory */
661#define LOOK_SIZE 6 /* ditto, but for the look-window */
662#define MAX_INV_SIZE 40 /* For initializing arrays */
663#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
664
665#define EDITABLE(xyz) ((xyz)->arch->editable)
666
667#define E_MONSTER 0x00000001
668#define E_EXIT 0x00000002
669#define E_TREASURE 0x00000004
670#define E_BACKGROUND 0x00000008
671#define E_DOOR 0x00000010
672#define E_SPECIAL 0x00000020
673#define E_SHOP 0x00000040
674#define E_NORMAL 0x00000080
675#define E_FALSE_WALL 0x00000100
676#define E_WALL 0x00000200
677#define E_EQUIPMENT 0x00000400
678#define E_OTHER 0x00000800
679#define E_ARTIFACT 0x00001000
680 607
681#define EXIT_PATH(xyz) (xyz)->slaying 608#define EXIT_PATH(xyz) (xyz)->slaying
682#define EXIT_LEVEL(xyz) (xyz)->stats.food 609#define EXIT_LEVEL(xyz) (xyz)->stats.food
683#define EXIT_X(xyz) (xyz)->stats.hp 610#define EXIT_X(xyz) (xyz)->stats.hp
684#define EXIT_Y(xyz) (xyz)->stats.sp 611#define EXIT_Y(xyz) (xyz)->stats.sp
685#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 612#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
686#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 613#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
687 614
688/* for use by the lighting code */ 615/* for use by the lighting code */
689#define MAX_LIGHT_RADII 4 616#define MAX_LIGHT_RADII 4 /* max radii for 'light' object, really
690 /* max radii for 'light' object, really
691 * large values allow objects that can 617 * large values allow objects that can
692 * slow down the game */ 618 * slow down the game */
693#define MAX_DARKNESS 5 /* maximum map darkness, there is no 619#define MAX_DARKNESS 5 /* maximum map darkness, there is no
694 * practical reason to exceed this */ 620 * practical reason to exceed this */
695#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 621#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
705#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 631#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
706 632
707#define DIRX(xyz) freearr_x[(xyz)->direction] 633#define DIRX(xyz) freearr_x[(xyz)->direction]
708#define DIRY(xyz) freearr_y[(xyz)->direction] 634#define DIRY(xyz) freearr_y[(xyz)->direction]
709 635
710#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
711#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
712
713#define ARMOUR_SPEED(xyz) (xyz)->last_sp 636#define ARMOUR_SPEED(xyz) (xyz)->last_sp
714#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 637#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
715#define WEAPON_SPEED(xyz) (xyz)->last_sp 638#define WEAPON_SPEED(xyz) (xyz)->last_sp
716 639
717/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 640/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
718 each of them signed char, concatenated in a int16 */ 641 each of them signed char, concatenated in a int16 */
719#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 642#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
720#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 643#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
721#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 644#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
645
722#define FIRE_DIRECTIONAL 0 646#define FIRE_DIRECTIONAL 0
723#define FIRE_POSITIONAL 1 647#define FIRE_POSITIONAL 1
724 648
725/******************************************************************************/ 649/******************************************************************************/
726
727/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 650/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
728
729/******************************************************************************/ 651/******************************************************************************/
730
731/* if your monsters start acting wierd, mail me */ 652/* if your monsters start acting wierd, mail me */
732
733/******************************************************************************/ 653/******************************************************************************/
734
735/* the following definitions are for the attack_movement variable in monsters */ 654/* the following definitions are for the attack_movement variable in monsters */
736
737/* if the attack_variable movement is left out of the monster archetype, or is*/ 655/* if the attack_variable movement is left out of the monster archetype, or is*/
738
739/* set to zero */ 656/* set to zero */
740
741/* the standard mode of movement from previous versions of crossfire will be */ 657/* the standard mode of movement from previous versions of crossfire will be */
742
743/* used. the upper four bits of movement data are not in effect when the monst*/ 658/* used. the upper four bits of movement data are not in effect when the monst*/
744
745/* er has an enemy. these should only be used for non agressive monsters. */ 659/* er has an enemy. these should only be used for non agressive monsters. */
746
747/* to program a monsters movement add the attack movement numbers to the movem*/ 660/* to program a monsters movement add the attack movement numbers to the movem*/
748
749/* ment numbers example a monster that moves in a circle until attacked and */ 661/* ment numbers example a monster that moves in a circle until attacked and */
750
751/* then attacks from a distance: */ 662/* then attacks from a distance: */
752
753/* CIRCLE1 = 32 */ 663/* CIRCLE1 = 32 */
754
755/* + DISTATT = 1 */ 664/* + DISTATT = 1 */
756
757/* ------------------- */ 665/* ------------------- */
758
759/* attack_movement = 33 */ 666/* attack_movement = 33 */
760
761/******************************************************************************/ 667/******************************************************************************/
762#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 668#define DISTATT 1 /* move toward a player if far, but mantain some space, */
763 /* attack from a distance - good for missile users only */ 669 /* attack from a distance - good for missile users only */
764#define RUNATT 2 /* run but attack if player catches up to object */ 670#define RUNATT 2 /* run but attack if player catches up to object */
765#define HITRUN 3 /* run to then hit player then run away cyclicly */ 671#define HITRUN 3 /* run to then hit player then run away cyclicly */
799 /* changing directions */ 705 /* changing directions */
800 /* this is VERTICAL movement */ 706 /* this is VERTICAL movement */
801#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 707#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
802#define HI4 240 708#define HI4 240
803 709
804/*
805 * Use of the state-variable in player objects:
806 */
807
808#define ST_PLAYING 0
809#define ST_PLAY_AGAIN 1
810#define ST_ROLL_STAT 2
811#define ST_CHANGE_CLASS 3
812#define ST_CONFIRM_QUIT 4
813#define ST_CONFIGURE 5
814#define ST_GET_NAME 6
815#define ST_GET_PASSWORD 7
816#define ST_CONFIRM_PASSWORD 8
817#define ST_GET_PARTY_PASSWORD 10
818
819#define BLANK_FACE_NAME "blank.111" 710#define BLANK_FACE_NAME "blank.x11"
820#define EMPTY_FACE_NAME "empty.111" 711#define EMPTY_FACE_NAME "empty.x11"
821#define DARK_FACE1_NAME "dark1.111"
822#define DARK_FACE2_NAME "dark2.111"
823#define DARK_FACE3_NAME "dark3.111"
824#define SMOOTH_FACE_NAME "default_smoothed.111"
825 712
826/* 713/*
827 * Defines for the luck/random functions to make things more readable 714 * Defines for the luck/random functions to make things more readable
828 */ 715 */
829 716
830#define PREFER_HIGH 1 717#define PREFER_HIGH 1
831#define PREFER_LOW 0 718#define PREFER_LOW 0
832
833/* Simple function we use below to keep adding to the same string
834 * but also make sure we don't overwrite that string.
835 */
836static inline void
837safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
838{
839 if (*curlen == (maxlen - 1))
840 return;
841
842 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
843 dest[maxlen - 1] = 0;
844 *curlen += strlen (orig);
845
846 if (*curlen > (maxlen - 1))
847 *curlen = maxlen - 1;
848}
849
850
851/* The SAFE versions of these call the safe_strcat function above.
852 * Ideally, all functions should use the SAFE functions, but they
853 * require some extra support in the calling function to remain as
854 * efficient.
855 */
856#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
857 if(variable) { \
858 int i,j=0; \
859 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
860 for(i=0; i<NROFATTACKS; i++) \
861 if(variable & (1<<i)) { \
862 if (j) \
863 safe_strcat(retbuf,", ", len, maxlen); \
864 else \
865 j = 1; \
866 safe_strcat(retbuf, attacks[i], len, maxlen); \
867 } \
868 safe_strcat(retbuf,")",len,maxlen); \
869 }
870
871
872/* separated this from the common/item.c file. b.t. Dec 1995 */
873
874#define DESCRIBE_ABILITY(retbuf, variable, name) \
875 if(variable) { \
876 int i,j=0; \
877 strcat(retbuf,"(" name ": "); \
878 for(i=0; i<NROFATTACKS; i++) \
879 if(variable & (1<<i)) { \
880 if (j) \
881 strcat(retbuf,", "); \
882 else \
883 j = 1; \
884 strcat(retbuf, attacks[i]); \
885 } \
886 strcat(retbuf,")"); \
887 }
888
889
890#define DESCRIBE_PATH(retbuf, variable, name) \
891 if(variable) { \
892 int i,j=0; \
893 strcat(retbuf,"(" name ": "); \
894 for(i=0; i<NRSPELLPATHS; i++) \
895 if(variable & (1<<i)) { \
896 if (j) \
897 strcat(retbuf,", "); \
898 else \
899 j = 1; \
900 strcat(retbuf, spellpathnames[i]); \
901 } \
902 strcat(retbuf,")"); \
903 }
904
905
906#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
907 if(variable) { \
908 int i,j=0; \
909 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
910 for(i=0; i<NRSPELLPATHS; i++) \
911 if(variable & (1<<i)) { \
912 if (j) \
913 safe_strcat(retbuf,", ", len, maxlen); \
914 else \
915 j = 1; \
916 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
917 } \
918 safe_strcat(retbuf,")", len, maxlen); \
919 }
920 719
921/* Flags for apply_special() */ 720/* Flags for apply_special() */
922enum apply_flag 721enum apply_flag
923{ 722{
924 /* Basic flags, always use one of these */ 723 /* Basic flags/mode, always use one of these */
925 AP_NULL = 0, 724 AP_TOGGLE = 0,
926 AP_APPLY = 1, 725 AP_APPLY = 1,
927 AP_UNAPPLY = 2, 726 AP_UNAPPLY = 2,
928 727
929 AP_BASIC_FLAGS = 15, 728 AP_BASIC_FLAGS = 0x0f,
930 729
931 /* Optional flags, for bitwise or with a basic flag */ 730 /* Optional flags, for bitwise or with a basic flag */
932 AP_NO_MERGE = 16, 731 AP_NO_MERGE = 0x10,
933 AP_IGNORE_CURSE = 32, 732 AP_IGNORE_CURSE = 0x20,
934 AP_PRINT = 64 /* Print what to do, don't actually do it */ 733 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
935 /* Note this is supported in all the functions */ 734 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
936}; 735};
937 736
938/* Bitmask values for 'can_apply_object()' return values. 737/* Bitmask values for 'can_apply_object()' return values.
939 * the CAN_APPLY_ prefix is to just note what function the 738 * the CAN_APPLY_ prefix is to just note what function the
940 * are returned from. 739 * are returned from.
966#define CAN_APPLY_NOT_MASK 0xf 765#define CAN_APPLY_NOT_MASK 0xf
967#define CAN_APPLY_UNAPPLY 0x10 766#define CAN_APPLY_UNAPPLY 0x10
968#define CAN_APPLY_UNAPPLY_MULT 0x20 767#define CAN_APPLY_UNAPPLY_MULT 0x20
969#define CAN_APPLY_UNAPPLY_CHOICE 0x40 768#define CAN_APPLY_UNAPPLY_CHOICE 0x40
970 769
971/* Cut off point of when an object is put on the active list or not */ 770// Cut off point of when an object is put on the active list or not
972#define MIN_ACTIVE_SPEED 0.00001 771// we use 2**-n because that can be represented exactly
772// also make sure that this is a float, not double, constant
773#define MIN_ACTIVE_SPEED (1.f / 65536.f)
973 774
974/* 775#define RANDOM() (rndm.next () & 0xffffffU)
975 * random() is much better than rand(). If you have random(), use it instead.
976 * You shouldn't need to change any of this
977 *
978 * 0.93.3: It looks like linux has random (previously, it was set below
979 * to use rand). Perhaps old version of linux lack rand? IF you run into
980 * problems, add || defined(__linux__) the #if immediately below.
981 *
982 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
983 * here.
984 */
985
986#define RANDOM() random()
987#define SRANDOM(xyz) srandom(xyz)
988 776
989/* Returns the weight of the given object. Note: it does not take the number of 777/* Returns the weight of the given object. Note: it does not take the number of
990 * items (nrof) into account. 778 * items (nrof) into account.
779 * (this looks rather bogus, schmorp)
991 */ 780 */
992#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 781#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
993
994
995/* Code fastening defines
996 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
997 * buf__ and increment buf__ position so it will point to the end of buf__.
998 * the '\0' caracter will not be put at end of buf__.
999 * use preparefastcat and finishfastcat on buf__ to prepare
1000 * and clean up the string. (Lots faster than doing each time...)
1001 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1002 * keep in mind FAST_STRNCAT is faster since length of second argument is
1003 * kown in advance.
1004 */
1005
1006#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1007#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1008#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1009#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1010
1011 /* You may uncomment following define to check sanity of code.
1012 * But use as debug only (loses all speed gained by those macros)
1013 */
1014
1015/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1016 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1017
1018
1019
1020
1021
1022
1023 782
1024/* 783/*
1025 * Warning! 784 * Warning!
1026 * If you add message types here, don't forget 785 * If you add message types here, don't forget
1027 * to keep the client up to date too! 786 * to keep the client up to date too!
1028 */ 787 */
1029
1030 788
1031/* message types */ 789/* message types */
1032#define MSG_TYPE_BOOK 1 790#define MSG_TYPE_BOOK 1
1033#define MSG_TYPE_CARD 2 791#define MSG_TYPE_CARD 2
1034#define MSG_TYPE_PAPER 3 792#define MSG_TYPE_PAPER 3
1113 871
1114/* admin messages */ 872/* admin messages */
1115#define MSG_TYPE_ADMIN_RULES 1 873#define MSG_TYPE_ADMIN_RULES 1
1116#define MSG_TYPE_ADMIN_NEWS 2 874#define MSG_TYPE_ADMIN_NEWS 2
1117 875
876/**
877 * Maximum distance a player may hear a sound from.
878 * This is only used for new client/server sound. If the sound source
879 * on the map is farther away than this, we don't sent it to the client.
880 */
881#define MAX_SOUND_DISTANCE 16
882
883#define LOG_CHANNEL "log" // the plain and ugly standard server log
884#define INFO_CHANNEL "info" // lower_left box
885#define SAY_CHANNEL "channel-say"
886#define CHAT_CHANNEL "channel-chat"
887#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
888
889/* The following are the color flags passed to new_draw_info.
890 *
891 * We also set up some control flags
892 *
893 * NDI = New Draw Info
894 */
895
896/* Color specifications - note these match the order in xutil.c */
897/* Note 2: Black, the default color, is 0. Thus, it does not need to
898 * be implicitly specified.
899 */
900#define NDI_BLACK 0
901#define NDI_WHITE 1
902#define NDI_NAVY 2
903#define NDI_RED 3
904#define NDI_ORANGE 4
905#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
906#define NDI_DK_ORANGE 6 /* DarkOrange2 */
907#define NDI_GREEN 7 /* SeaGreen */
908#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
909 /* Than seagreen - also background color */
910#define NDI_GREY 9
911#define NDI_BROWN 10 /* Sienna */
912#define NDI_GOLD 11
913#define NDI_TAN 12 /* Khaki */
914
915#define NDI_MAX_COLOR 12 /* Last value in */
916#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
917 /* using an int anyways, so we have the space */
918 /* to still do all the flags */
919
920#define NDI_REPLY 0x20 // is a direct reply to a user command
921#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
922#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
923#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
924
925#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
926#define NDI_ALL 0x2000 /* Inform all players of this message */
927#define NDI_DEF 0x4000 // ignore colour for channel protocol
928
1118#endif /* DEFINE_H */ 929#endif /* DEFINE_H */
1119 930

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