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Comparing deliantra/server/include/define.h (file contents):
Revision 1.23 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.119 by root, Sun Apr 4 04:10:47 2010 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 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 MAXLEVEL 115 // for treasure calculations only
67#ifndef NAME_MAX
68# define NAME_MAX 255
69#endif
70 47
71/* MAX3 is basically like MAX, but instead does 3 values. */ 48// maximum length of an object name in the protocol
72#ifndef MAX3 49#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 50
81#define MAX_STAT 30 /* The maximum legal value of any stat */ 51#define MAX_STAT 30 /* The maximum legal value of any stat */
82#define MIN_STAT 1 /* The minimum legal value of any stat */ 52#define MIN_STAT 1 /* The minimum legal value of any stat */
83 53
54#define MAX_FOOD 999
55
56//TODO: not only use more reasonable values, also enforce them
57#define MIN_WC -120
58#define MAX_WC 120
59#define MIN_AC -120
84#define MAX_BUF 1024 60#define MAX_AC 120
85 /* Used for all kinds of things */ 61#define MIN_DAM 0
86#define VERY_BIG_BUF 2048 62#define MAX_DAM 200
87#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 63#define MIN_DIGESTION -35
88#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 64#define MAX_DIGESTION 70
89 65
90#define FONTSIZE 3000 /* Max chars in font */ 66#define MAX_BUF 1024 /* Used for all kinds of things */
91
92#define MAX_ANIMATIONS 256
93 67
94#define MAX_NAME 48 68#define MAX_NAME 48
95#define MAX_EXT_TITLE 98
96 69
97/* Fatal variables: */ 70#define ATTUNE_REPELL 16 // levels diff for attune/repell
71
72//TODO: remove all calls to fatal and replace them by cleanup
98#define OUT_OF_MEMORY 0 73#define OUT_OF_MEMORY 0
99#define MAP_ERROR 1 74#define MAP_ERROR 1
100#define ARCHTABLE_TOO_SMALL 2 75#define ARCHTABLE_TOO_SMALL 2 // unused
101#define TOO_MANY_ERRORS 3 76#define TOO_MANY_ERRORS 3
102 77
103/* TYPE DEFINES */ 78/* TYPE DEFINES */
104 79
105/* Only add new values to this list if somewhere in the program code, 80/* Only add new values to this list if somewhere in the program code,
110 * flags 85 * flags
111 * Also, if you add new entries, try and fill up the holes in this list. 86 * 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 87 * Additionally, when you add a new entry, include it in the table in item.c
113 */ 88 */
114 89
115/* type 0 will be undefined and shows a non valid type information */ 90/* USED TYPES: (for dead types please look at the bottom of the type
91 * definitions)
92 */
93
94/* type 0 objects have the default behaviour */
116 95
117#define PLAYER 1 96#define PLAYER 1
118#define TRANSPORT 2 /* see pod/objects.pod */ 97#define TRANSPORT 2 /* see pod/objects.pod */
119#define ROD 3 98#define ROD 3
120#define TREASURE 4 99#define TREASURE 4
121#define POTION 5 100#define POTION 5
122#define FOOD 6 101#define FOOD 6
123#define POISON 7 102#define POISON 7
124#define BOOK 8 103#define BOOK 8
125#define CLOCK 9 104#define CLOCK 9
126 105#define VEIN 10 // deliantra: mineral/ore/whatever vein
127/*#define FBULLET 10 */ 106#define RANGED 11 // deliantra: other range item (skill based)
128/*#define FBALL 11 */ 107//12
129
130/*#define LIGHTNING 12 */ // elmex: implemented by type 102 subtype 4
131#define ARROW 13 108#define ARROW 13
132#define BOW 14 109#define BOW 14
133#define WEAPON 15 110#define WEAPON 15
134#define ARMOUR 16 111#define ARMOUR 16
135#define PEDESTAL 17 112#define PEDESTAL 17
136#define ALTAR 18 113#define ALTAR 18
137 114#define T_MATCH 19
138/*#define CONFUSION 19 */
139
140#define LOCKED_DOOR 20 115#define LOCKED_DOOR 20
141#define SPECIAL_KEY 21 116#define SPECIAL_KEY 21
142#define MAP 22 117#define MAP 22
143#define DOOR 23 118#define DOOR 23
144#define KEY 24 119#define KEY 24
145 120//25
146/*#define MMISSILE 25 */
147
148#define TIMED_GATE 26 121#define TIMED_GATE 26
149#define TRIGGER 27 122#define TRIGGER 27
150#define GRIMREAPER 28 123#define GRIMREAPER 28
151#define MAGIC_EAR 29 124#define MAGIC_EAR 29
152#define TRIGGER_BUTTON 30 125#define TRIGGER_BUTTON 30
161#define AMULET 39 134#define AMULET 39
162#define PLAYERMOVER 40 135#define PLAYERMOVER 40
163#define TELEPORTER 41 136#define TELEPORTER 41
164#define CREATOR 42 137#define CREATOR 42
165#define SKILL 43 /* also see SKILL_TOOL (74) below */ 138#define SKILL 43 /* also see SKILL_TOOL (74) below */
166 139//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 45 140#define EARTHWALL 45
173#define GOLEM 46 141#define GOLEM 46
174 142//47
175/*#define BOMB 47 */
176#define THROWN_OBJ 48 143#define THROWN_OBJ 48
177#define BLINDNESS 49 144#define BLINDNESS 49
178#define GOD 50 145#define GOD 50
179#define DETECTOR 51 /* peterm: detector is an object 146#define DETECTOR 51 /* peterm: detector is an object
180 * which notices the presense of 147 * which notices the presense of
195 162
196#define PEACEMAKER 59 /* Object owned by a player which can convert 163#define PEACEMAKER 59 /* Object owned by a player which can convert
197 * a monster into a peaceful being incapable of attack. 164 * a monster into a peaceful being incapable of attack.
198 */ 165 */
199#define GEM 60 166#define GEM 60
200 167//61
201/*#define FIRECHEST 61*/ /* FIRECHEST folded into FIREWALL */
202
203#define FIREWALL 62 168#define FIREWALL 62
204#define ANVIL 63 169#define ANVIL 63
205#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 170#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 171#define MOOD_FLOOR 65 /*
207 * values of last_sp set how to change: 172 * values of last_sp set how to change:
208 * 0 = furious, all monsters become aggressive 173 * 0 = furious, all monsters become aggressive
209 * 1 = angry, all but friendly become aggressive 174 * 1 = angry, all but friendly become aggressive
210 * 2 = calm, all aggressive monsters calm down 175 * 2 = calm, all aggressive monsters calm down
211 * 3 = sleep, all monsters fall asleep 176 * 3 = sleep, all monsters fall asleep
212 * 4 = charm, monsters become pets */ 177 * 4 = charm, monsters become pets
178 * 5 = destroy monsters
179 * 6 = destroy pets / friendlies
180 */
213#define EXIT 66 181#define EXIT 66
214#define ENCOUNTER 67 182#define ENCOUNTER 67
215#define SHOP_FLOOR 68 183#define SHOP_FLOOR 68
216#define SHOP_MAT 69 184#define SHOP_MAT 69
217#define RING 70 185#define RING 70
218#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 186#define FLOOR 71 /* this is a floor tile -> native layer 0 */
219#define FLESH 72 /* animal 'body parts' -b.t. */ 187#define FLESH 72 /* animal 'body parts' -b.t. */
220#define INORGANIC 73 /* metals and minerals */ 188#define INORGANIC 73 /* metals and minerals */
221#define SKILL_TOOL 74 /* Allows the use of a skill */ 189#define SKILL_TOOL 74 /* Allows the use of a skill */
222#define LIGHTER 75 190#define LIGHTER 75
223 191//76
224/* The trap_part, wall, light_source, misc_object, monster, and spawn_generator 192#define BUILDABLE_WALL 77 /* this is a buildable wall */
225 * types are not used in any archetypes, and should perhaps be removed. 193//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 194#define MISC_OBJECT 79 /* misc. objects are for objects without a function
233 in the engine. Like statues, clocks, chairs,... 195 in the engine. Like statues, clocks, chairs,...
234 If perhaps we create a function where we can sit 196 If perhaps we create a function where we can sit
235 on chairs, we create a new type and remove all 197 on chairs, we create a new type and remove all
236 chairs from here. */ 198 chairs from here. */
237#define MONSTER 80 /* yes, thats a real, living creature */ 199//80
238#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ 200#define TORCH 81 /* a torch */
239#define LAMP 82 /* a lamp */ 201#define LAMP 82 /* a lamp */
240#define DUPLICATOR 83 /* duplicator/multiplier object */ 202#define DUPLICATOR 83 /* duplicator/multiplier object */
241#define TOOL 84 /* a tool for building objects */ 203//84
242#define SPELLBOOK 85 204#define SPELLBOOK 85
243#define BUILDFAC 86 /* facilities for building objects */ 205//86
244#define CLOAK 87 206#define CLOAK 87
245 207//88
246/*#define CONE 88 */ 208//89
247/*#define AURA 89 */ /* aura spell object */
248
249#define SPINNER 90 209#define SPINNER 90
250#define GATE 91 210#define GATE 91
251#define BUTTON 92 211#define BUTTON 92
252#define CF_HANDLE 93 212#define T_HANDLE 93
253#define HOLE 94 213#define HOLE 94
254#define TRAPDOOR 95 214#define TRAPDOOR 95
255 215//96
256/*#define WORD_OF_RECALL 96 */ 216//97
257/*#define PARAIMAGE 97 */
258
259#define SIGN 98 217#define SIGN 98
260#define BOOTS 99 218#define BOOTS 99
261#define GLOVES 100 219#define GLOVES 100
262#define SPELL 101 220#define SPELL 101
263#define SPELL_EFFECT 102 221#define SPELL_EFFECT 102
264#define CONVERTER 103 222#define CONVERTER 103
265#define BRACERS 104 223#define BRACERS 104
266#define POISONING 105 224#define POISONING 105
267#define SAVEBED 106 225#define SAVEBED 106
268#define POISONCLOUD 107 226//107
269#define FIREHOLES 108 227//108
270#define WAND 109 228#define WAND 109
271 229#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
272/*#define ABILITY 110*/
273#define SCROLL 111 230#define SCROLL 111
274#define DIRECTOR 112 231#define DIRECTOR 112
275#define GIRDLE 113 232#define GIRDLE 113
276#define FORCE 114 233#define FORCE 114
277#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 234#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 */ 235#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
279 236//117
237//118
238//119
239//120
280#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 240#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
281#define CONTAINER 122 241#define CONTAINER 122
282#define ARMOUR_IMPROVER 123 242#define ARMOUR_IMPROVER 123
283#define WEAPON_IMPROVER 124 243#define WEAPON_IMPROVER 124
284 244//125
285/* unused: 125 - 129 245//126
286 * type 125 was MONEY_CHANGER 246//127
287 */ 247//128
288 248//129
289#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 249#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
250//131
251//132
252//133
253//134
254//135
255//136
256//137
290#define DEEP_SWAMP 138 257#define DEEP_SWAMP 138
291#define IDENTIFY_ALTAR 139 258#define IDENTIFY_ALTAR 139
292 259//140
293/*#define CANCELLATION 141 */ /* not used with new spell code */ 260//141
294 261//142
262//143
263//144
264//145
265//146
266//147
267//148
268//149
295#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 269#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
296 270//151
297/*#define BALL_LIGHTNING 151 */ /* peterm: ball lightning and color spray */ 271//152
298/*#define SWARM_SPELL 153*/ 272//153
299
300#define RUNE 154 273#define RUNE 154
301#define TRAP 155 274#define TRAP 155
302
303#define POWER_CRYSTAL 156 275#define POWER_CRYSTAL 156
304#define CORPSE 157 276#define CORPSE 157
305
306#define DISEASE 158 277#define DISEASE 158
307#define SYMPTOM 159 278#define SYMPTOM 159
308#define BUILDER 160 /* Generic item builder, see subtypes */ 279#define BUILDER 160 /* Generic item builder, see subtypes */
309#define MATERIAL 161 /* Material for building */ 280#define MATERIAL 161 /* Material for building */
310 281//162
311/* #define GPS 162 Ground positionning system, moved to Python plugin */
312#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 282#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
313 283#define MAPSCRIPT 164 /* A perl-scripted connectable */
314/*#define QUEST 164 */ /* See below for subtypes */
315
316#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 284#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
317 potions, alchemy, or magic works here (elmex) */ 285 potions, alchemy, or magic works here (elmex) */
318 286
287#define NUM_TYPES 166 // must be max(type) + 1
288
319/* END TYPE DEFINE */ 289/* END TYPE DEFINE */
320 290
321#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 291// maximum supported subtype number + 1, can be increased to 256
292// currently (2007-09) in use: 50
293#define NUM_SUBTYPES 64
322 294
323/* Subtypes for BUILDER */ 295/* Subtypes for BUILDER */
324#define ST_BD_BUILD 1 /* Builds an item */ 296#define ST_BD_BUILD 1 /* Builds an item */
325#define ST_BD_REMOVE 2 /* Removes an item */ 297#define ST_BD_REMOVE 2 /* Removes an item */
326 298
327/* Subtypes for MATERIAL */ 299/* Subtypes for MATERIAL */
328#define ST_MAT_FLOOR 1 /* Floor */ 300#define ST_MAT_FLOOR 1 /* Floor */
329#define ST_MAT_WALL 2 /* Wall */ 301#define ST_MAT_WALL 2 /* Wall */
330#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 302#define ST_MAT_ITEM 3 /* All other items, including doors & such */
361#define PU_NOTHING 0x00000000 333#define PU_NOTHING 0x00000000
362 334
363#define PU_DEBUG 0x10000000 335#define PU_DEBUG 0x10000000
364#define PU_INHIBIT 0x20000000 336#define PU_INHIBIT 0x20000000
365#define PU_STOP 0x40000000 337#define PU_STOP 0x40000000
366#define PU_NEWMODE 0x80000000 338#define PU_ENABLE 0x80000000 // used to distinguish value density
367 339
368#define PU_RATIO 0x0000000F 340#define PU_RATIO 0x0000000F
369 341
370#define PU_FOOD 0x00000010 342#define PU_FOOD 0x00000010
371#define PU_DRINK 0x00000020 343#define PU_DRINK 0x00000020
401 * freearr, add these values. <= SIZEOFFREE1 will get you 373 * freearr, add these values. <= SIZEOFFREE1 will get you
402 * within 1 space. <= SIZEOFFREE2 wll get you withing 374 * within 1 space. <= SIZEOFFREE2 wll get you withing
403 * 2 spaces, and the entire array (< SIZEOFFREE) is 375 * 2 spaces, and the entire array (< SIZEOFFREE) is
404 * three spaces 376 * three spaces
405 */ 377 */
378#define SIZEOFFREE0 0
406#define SIZEOFFREE1 8 379#define SIZEOFFREE1 8
407#define SIZEOFFREE2 24 380#define SIZEOFFREE2 24
381#define SIZEOFFREE3 48
408#define SIZEOFFREE 49 382#define SIZEOFFREE 49
409 383
410#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ 384#define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */
411 385
412/* 386/*
413 * If any FLAG's are added or changed, make sure the flag_names structure in 387 * If any FLAG's are added or changed, make sure the flag_names structure in
414 * common/loader.l is updated. 388 * common/loader.C is updated.
415 */ 389 */
416 390
417/* Basic routines to do above */ 391/* Basic routines to do above */
418#define SET_FLAG(obj, flag) (obj)->flags[flag] = 1 392#define SET_FLAG(obj, flg) (obj)->flag [flg] = 1
419#define CLEAR_FLAG(obj, flag) (obj)->flags[flag] = 0 393#define CLEAR_FLAG(obj, flg) (obj)->flag [flg] = 0
420#define QUERY_FLAG(obj, flag) (obj)->flags[flag] 394#define QUERY_FLAG(obj, flg) (obj)->flag [flg]
421 395
422/* the flags */ 396/* the flags */
423 397
424#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 398#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
425#define FLAG_WIZ 1 /* Object has special privilegies */ 399#define FLAG_WIZ 1 /* Object has special privilegies */
426#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 400#define FLAG_REMOVED 2 /* Object is not in any map or inventory */
427#define FLAG_FREED 3 /* Object is in the list of free objects */ 401#define FLAG_FREED 3 /* Object is in the list of free objects */
428#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 402#define FLAG_WIZLOOK 4 /* disable los and lighting */
429#define FLAG_APPLIED 5 /* Object is ready for use by living */ 403#define FLAG_APPLIED 5 /* Object is ready for use by living */
430#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 404#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
431#define FLAG_USE_SHIELD 7 405#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
432 /* Can this creature use a shield? */ 406
433
434#define FLAG_NO_PICK 8 /* Object can't be picked up */ 407#define FLAG_NO_PICK 8 /* Object can't be picked up */
435 408/*#define FLAG_WALK_ON 9*/
436 /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 409/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
437 410
438 /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
439#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ 411#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */
440 412
441 /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 413/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
442 414/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
443 /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 415#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */
416
444#define FLAG_MONSTER 14 /* Will attack players */ 417#define FLAG_MONSTER 14 /* Will attack players */
445#define FLAG_FRIENDLY 15 /* Will help players */ 418#define FLAG_FRIENDLY 15 /* Will help players */
446
447#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 419#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
448#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 420#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
449#define FLAG_AUTO_APPLY 18 421#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
450 /* Will be applied when created */ 422#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
451 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */
452#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 423#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
453#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 424#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
454#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 425#define FLAG_CAN_ROLL 22 /* Object can be rolled */
455#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 426#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
456#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 427#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
457 428
458 /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 429/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
459 430/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
460 /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
461
462 /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 431/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
463#define FLAG_IS_USED_UP 28 432
464 /* When (--food<0) the object will exit */ 433#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
465#define FLAG_IDENTIFIED 29 434#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
466 /* Player knows full info about item */ 435#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
467#define FLAG_REFLECTING 30 436#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
468 /* Object reflects from walls (lightning) */
469#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */
470
471/* Start of values in flags[1] */
472#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 437#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
473#define FLAG_HITBACK 33 /* Object will hit back when hit */ 438#define FLAG_HITBACK 33 /* Object will hit back when hit */
474#define FLAG_STARTEQUIP 34 439#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
475 /* Object was given to player at start */ 440#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
476#define FLAG_BLOCKSVIEW 35
477 /* Object blocks view */
478#define FLAG_UNDEAD 36 /* Monster is undead */ 441#define FLAG_UNDEAD 36 /* Monster is undead */
479#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 442#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
480#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 443#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
481#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 444#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
482 445#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
483#define FLAG_REFL_SPELL 40 446
484 /* Spells (some) will reflect from object */
485#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 447#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
486#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 448//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */
487#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 449#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
488#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 450#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
489#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 451#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
490 but can still attack at a distance */ 452 but can still attack at a distance */
491 453
492 /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ 454/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \
493 thru this object as if it wasn't there */ 455 thru this object as if it wasn't there */
494 456/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */
495 /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ 457
496
497#define FLAG_PICK_UP 48 /* Can pick up */ 458#define FLAG_PICK_UP 48 /* Can pick up */
498#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 459#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
499#define FLAG_NO_DROP 50 /* Object can't be dropped */ 460#define FLAG_NO_DROP 50 /* Object can't be dropped */
500#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 461#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
501#define FLAG_CAST_SPELL 52 462
502 /* (Monster) can learn and cast spells */ 463#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
503#define FLAG_USE_SCROLL 53 464#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
504 /* (Monster) can read scroll */
505#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 465#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
506#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 466#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
507 467#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
508#define FLAG_USE_ARMOUR 56 468#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
509 /* (Monster) can wear armour/shield/helmet */
510#define FLAG_USE_WEAPON 57
511 /* (Monster) can wield weapons */
512#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 469#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
513#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 470#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
514#define FLAG_READY_BOW 60 /* not implemented yet */ 471#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
472
515#define FLAG_XRAYS 61 /* X-ray vision */ 473#define FLAG_XRAYS 61 /* X-ray vision */
516#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 474#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
517#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 475#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
518 476
519/* Start of values in flags[2] */
520#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 477#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
521#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ 478#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */
522#define FLAG_SLEEP 66 /* NPC is sleeping */ 479#define FLAG_SLEEP 66 /* NPC is sleeping */
523#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ 480#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */
524#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ 481#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */
525#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ 482#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */
526#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ 483#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */
527#define FLAG_STEALTH 71 /* Will wake monsters with less range */ 484#define FLAG_STEALTH 71 /* Will wake monsters with less range */
528 485
529#define FLAG_WIZPASS 72 /* The wizard can go through walls */ 486#define FLAG_WIZPASS 72 /* The wizard can go through walls */
530#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ 487#define FLAG_IS_LINKED 73 /* The object is linked with other objects */
531#define FLAG_CURSED 74 /* The object is cursed */ 488#define FLAG_CURSED 74 /* The object is cursed */
532#define FLAG_DAMNED 75 /* The object is _very_ cursed */ 489#define FLAG_DAMNED 75 /* The object is _very_ cursed */
533#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ 490#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */
534#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ 491#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */
535#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ 492#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */
536#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ 493#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */
537 494
538#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 495#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
539#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 496#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
540#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 497#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
541 498
542/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 499#define FLAG_PRECIOUS 83 // object is precious (pets)
543#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 500#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
544#define FLAG_MAKE_INVIS 85 501#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
545 /* (Item) gives invisibility when applied */ 502#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
546#define FLAG_INV_LOCKED 86 503
547 /* Item will not be dropped from inventory */
548#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 504#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
549
550#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 505#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
551#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 506#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
552#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 507#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
553#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 508#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
554#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 509#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
555#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ 510#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */
556#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ 511#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */
557 512
558 /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ 513/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */
559 514
560/* Start of values in flags[3] */
561#define FLAG_NO_STEAL 96 /* Item can't be stolen */ 515#define FLAG_NO_STEAL 96 /* Item can't be stolen */
562#define FLAG_ONE_HIT 97 /* Monster can only hit once before going 516#define FLAG_ONE_HIT 97 /* Monster can only hit once before going
563 * away (replaces ghosthit) 517 * away (replaces ghosthit)
564 */ 518 */
565#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to 519#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging
566 * detect cases were the server is trying
567 * to send an upditem when we have not
568 * actually sent the item.
569 */ 520
570
571#define FLAG_BERSERK 99 /* monster will attack closest living 521#define FLAG_BERSERK 99 /* monster will attack closest living
572 object */ 522 object */
573#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 523#define FLAG_NEUTRAL 100 /* monster is from type neutral */
574#define FLAG_NO_ATTACK 101 /* monster don't attack */ 524#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
575#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 525#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
576#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 526#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
577 * load_original_map() */ 527 * load_original_map() */
578#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 528#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */
579 * the overlay, and is not subject to
580 * decay. */
581#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 529#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
582#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 530#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
583#define FLAG_IS_WATER 107 531#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */
584#define FLAG_CONTENT_ON_GEN 108 532#define FLAG_CONTENT_ON_GEN 108
585#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 533#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
586#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 534#define FLAG_IS_BUILDABLE 110 /* Can build on item */
587#define FLAG_AFK 111 /* Player is AFK */ 535#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
536#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
537
588#define NUM_FLAGS 111 /* Should always be equal to the last 538#define NUM_FLAGS 113 /* Should always be equal to the last
589 * defined flag. If you change this, 539 * defined flag + 1. If you change this,
590 * make sure you update the flag_links 540 * make sure you update the flag_links
591 * in common/loader.l 541 * in common/loader.l
592 */ 542 */
593
594/* Values can go up to 127 before the size of the flags array in the
595 * object structure needs to be enlarged.
596 * So there are 18 available flags slots
597 */
598
599
600#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
601
602#if 0
603
604/* These should no longer be needed - access move_slow_penalty
605 * directly.
606 */
607# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0
608# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000
609#endif
610 543
611/* If you add new movement types, you may need to update 544/* If you add new movement types, you may need to update
612 * describe_item() so properly describe those types. 545 * describe_item() so properly describe those types.
613 * change_abil() probably should be updated also. 546 * change_abil() probably should be updated also.
614 */ 547 */
615#define MOVE_WALK 0x1 /* Object walks */ 548#define MOVE_WALK 0x01 /* Object walks */
616#define MOVE_FLY_LOW 0x2 /* Low flying object */ 549#define MOVE_FLY_LOW 0x02 /* Low flying object */
617#define MOVE_FLY_HIGH 0x4 /* High flying object */ 550#define MOVE_FLY_HIGH 0x04 /* High flying object */
618#define MOVE_FLYING 0x6 551#define MOVE_FLYING 0x06
619 /* Combo of fly_low and fly_high */ 552 /* Combo of fly_low and fly_high */
620#define MOVE_SWIM 0x8 /* Swimming object */ 553#define MOVE_SWIM 0x08 /* Swimming object */
621#define MOVE_BOAT 0x10 /* Boats/sailing */ 554#define MOVE_BOAT 0x10 /* Boats/sailing */
555#define MOVE_SHIP 0x20 /* boats suitable for oceans */
556
622#define MOVE_ALL 0x1f /* Mask of all movement types */ 557#define MOVE_ALL 0x3f /* Mask of all movement types */
623
624/* the normal assumption is that objects are walking/flying.
625 * So often we don't want to block movement, but still don't want
626 * to allow all types (swimming is rather specialized) - I also
627 * expect as more movement types show up, this is likely to get
628 * updated. Basically, this is the default for spaces that allow
629 * movement - anything but swimming right now. If you really
630 * want nothing at all, then can always set move_block to 0
631 */
632#define MOVE_BLOCK_DEFAULT MOVE_SWIM
633 558
634/* typdef here to define type large enough to hold bitmask of 559/* typdef here to define type large enough to hold bitmask of
635 * all movement types. Make one declaration so easy to update. 560 * all movement types. Make one declaration so easy to update.
636 * uint8 is defined yet, so just use what that would define it
637 * at anyways.
638 */ 561 */
639typedef unsigned char MoveType; 562typedef unsigned char MoveType;
640 563
641/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 564/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
642 * Basically, ob2 has to block all of ob1 movement types. 565 * Basically, ob2 has to block all of ob1 movement types.
649 * Add check - if type is 0, don't stop anything from moving 572 * Add check - if type is 0, don't stop anything from moving
650 * onto it. 573 * onto it.
651 * 574 *
652 */ 575 */
653#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 576#define OB_TYPE_MOVE_BLOCK(ob1, type) \
654 ( (type != 0) && (ob1->move_type & type) == ob1->move_type) 577 ((type) && (ob1->move_type & type) == ob1->move_type)
655 578
656
657#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
658#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
659#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 579#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
660
661/* Note: These values are only a default value, resizing can change them */
662#define INV_SIZE 12 /* How many items can be viewed in inventory */
663#define LOOK_SIZE 6 /* ditto, but for the look-window */
664#define MAX_INV_SIZE 40 /* For initializing arrays */
665#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
666
667#define EDITABLE(xyz) ((xyz)->arch->editable)
668
669#define E_MONSTER 0x00000001
670#define E_EXIT 0x00000002
671#define E_TREASURE 0x00000004
672#define E_BACKGROUND 0x00000008
673#define E_DOOR 0x00000010
674#define E_SPECIAL 0x00000020
675#define E_SHOP 0x00000040
676#define E_NORMAL 0x00000080
677#define E_FALSE_WALL 0x00000100
678#define E_WALL 0x00000200
679#define E_EQUIPMENT 0x00000400
680#define E_OTHER 0x00000800
681#define E_ARTIFACT 0x00001000
682 580
683#define EXIT_PATH(xyz) (xyz)->slaying 581#define EXIT_PATH(xyz) (xyz)->slaying
684#define EXIT_LEVEL(xyz) (xyz)->stats.food 582#define EXIT_LEVEL(xyz) (xyz)->stats.food
685#define EXIT_X(xyz) (xyz)->stats.hp 583#define EXIT_X(xyz) (xyz)->stats.hp
686#define EXIT_Y(xyz) (xyz)->stats.sp 584#define EXIT_Y(xyz) (xyz)->stats.sp
687#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp 585#define EXIT_ALT_X(xyz) (xyz)->stats.maxhp
688#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp 586#define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp
689 587
690/* for use by the lighting code */ 588/* for use by the lighting code */
691#define MAX_LIGHT_RADII 4 589#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really
692 /* max radii for 'light' object, really
693 * large values allow objects that can 590 * large values allow objects that can
694 * slow down the game */ 591 * slow down the game */
695#define MAX_DARKNESS 5 /* maximum map darkness, there is no 592#define MAX_DARKNESS 5 /* maximum map darkness, there is no
696 * practical reason to exceed this */ 593 * practical reason to exceed this */
594#define LOS_MAX 4 /* max. los value for non-blocked spaces */
595#define LOS_BLOCKED 100 /* fully blocked spaces */
697#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ 596#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \
698 MAX_LIGHT_RADII:(xyz)->glow_radius; 597 MAX_LIGHT_RADII:(xyz)->glow_radius;
598// player position in blocked_los code
599#define LOS_X0 (MAP_CLIENT_X / 2 - 1)
600#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1)
601
699 602
700#define F_BUY 0 603#define F_BUY 0
701#define F_SELL 1 604#define F_SELL 1
702#define F_TRUE 2 /* True value of item, unadjusted */ 605#define F_TRUE 2 /* True value of item, unadjusted */
703#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */ 606#define F_NO_BARGAIN 4 /* combine with F_BUY or F_SELL to disable bargaining calc */
707#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 610#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
708 611
709#define DIRX(xyz) freearr_x[(xyz)->direction] 612#define DIRX(xyz) freearr_x[(xyz)->direction]
710#define DIRY(xyz) freearr_y[(xyz)->direction] 613#define DIRY(xyz) freearr_y[(xyz)->direction]
711 614
712#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
713#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
714
715#define ARMOUR_SPEED(xyz) (xyz)->last_sp 615#define ARMOUR_SPEED(xyz) (xyz)->last_sp
716#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 616#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
717#define WEAPON_SPEED(xyz) (xyz)->last_sp 617#define WEAPON_SPEED(xyz) (xyz)->last_sp
718 618
719/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 619/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
720 each of them signed char, concatenated in a int16 */ 620 each of them signed char, concatenated in a int16 */
721#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 621#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
722#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 622#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
723#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 623#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
624
724#define FIRE_DIRECTIONAL 0 625#define FIRE_DIRECTIONAL 0
725#define FIRE_POSITIONAL 1 626#define FIRE_POSITIONAL 1
726 627
727/******************************************************************************/ 628/******************************************************************************/
728
729/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 629/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
730
731/******************************************************************************/ 630/******************************************************************************/
732
733/* if your monsters start acting wierd, mail me */ 631/* if your monsters start acting wierd, mail me */
734
735/******************************************************************************/ 632/******************************************************************************/
736
737/* the following definitions are for the attack_movement variable in monsters */ 633/* the following definitions are for the attack_movement variable in monsters */
738
739/* if the attack_variable movement is left out of the monster archetype, or is*/ 634/* if the attack_variable movement is left out of the monster archetype, or is*/
740
741/* set to zero */ 635/* set to zero */
742
743/* the standard mode of movement from previous versions of crossfire will be */ 636/* the standard mode of movement from previous versions of crossfire will be */
744
745/* used. the upper four bits of movement data are not in effect when the monst*/ 637/* used. the upper four bits of movement data are not in effect when the monst*/
746
747/* er has an enemy. these should only be used for non agressive monsters. */ 638/* er has an enemy. these should only be used for non agressive monsters. */
748
749/* to program a monsters movement add the attack movement numbers to the movem*/ 639/* to program a monsters movement add the attack movement numbers to the movem*/
750
751/* ment numbers example a monster that moves in a circle until attacked and */ 640/* ment numbers example a monster that moves in a circle until attacked and */
752
753/* then attacks from a distance: */ 641/* then attacks from a distance: */
754
755/* CIRCLE1 = 32 */ 642/* CIRCLE1 = 32 */
756
757/* + DISTATT = 1 */ 643/* + DISTATT = 1 */
758
759/* ------------------- */ 644/* ------------------- */
760
761/* attack_movement = 33 */ 645/* attack_movement = 33 */
762
763/******************************************************************************/ 646/******************************************************************************/
764#define DISTATT 1 /* move toward a player if far, but mantain some space, */ 647#define DISTATT 1 /* move toward a player if far, but mantain some space, */
765 /* attack from a distance - good for missile users only */ 648 /* attack from a distance - good for missile users only */
766#define RUNATT 2 /* run but attack if player catches up to object */ 649#define RUNATT 2 /* run but attack if player catches up to object */
767#define HITRUN 3 /* run to then hit player then run away cyclicly */ 650#define HITRUN 3 /* run to then hit player then run away cyclicly */
768#define WAITATT 4 /* wait for player to approach then hit, move if hit */ 651#define WAITATT 4 /* wait for player to approach then hit, move if hit */
769#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ 652#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
770#define ALLRUN 6 /* always run never attack good for sim. of weak player */ 653#define ALLRUN 6 /* always run never attack good for sim. of weak player */
771#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ 654#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
772#define WAIT2 8 /* monster does not try to move towards player if far */ 655#define WAIT2 8 /* monster does not try to move towards player if far */
773 /* maintains comfortable distance */ 656 /* maintains comfortable distance */
657
774#define PETMOVE 16 /* if the upper four bits of attack_movement */ 658#define PETMOVE 16 /* if the upper four bits of attack_movement */
775 /* are set to this number, the monster follows a player */ 659 /* are set to this number, the monster follows a player */
776 /* until the owner calls it back or off */ 660 /* until the owner calls it back or off */
777 /* player followed denoted by 0b->owner */ 661 /* player followed denoted by 0b->owner */
778 /* the monster will try to attack whatever the player is */ 662 /* the monster will try to attack whatever the player is */
779 /* attacking, and will continue to do so until the owner */ 663 /* attacking, and will continue to do so until the owner */
780 /* calls off the monster - a key command will be */ 664 /* calls off the monster - a key command will be */
781 /* inserted to do so */ 665 /* inserted to do so */
782#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ 666#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
783 /* are set to this number, the monster will move in a */ 667 /* are set to this number, the monster will move in a */
784 /* circle until it is attacked, or the enemy field is */ 668 /* circle until it is attacked, or the enemy field is */
785 /* set, this is good for non-aggressive monsters and NPC */ 669 /* set, this is good for non-aggressive monsters and NPC */
786#define CIRCLE2 48 /* same as above but a larger circle is used */ 670#define CIRCLE2 48 /* same as above but a larger circle is used */
787#define PACEH 64 /* The Monster will pace back and forth until attacked */ 671#define PACEH 64 /* The Monster will pace back and forth until attacked */
788 /* this is HORIZONTAL movement */ 672 /* this is HORIZONTAL movement */
789#define PACEH2 80 /* the monster will pace as above but the length of the */ 673#define PACEH2 80 /* the monster will pace as above but the length of the */
790 /* pace area is longer and the monster stops before */ 674 /* pace area is longer and the monster stops before */
791 /* changing directions */ 675 /* changing directions */
792 /* this is HORIZONTAL movement */ 676 /* this is HORIZONTAL movement */
793#define RANDO 96 /* the monster will go in a random direction until */ 677#define RANDO 96 /* the monster will go in a random direction until */
794 /* it is stopped by an obstacle, then it chooses another */ 678 /* it is stopped by an obstacle, then it chooses another */
795 /* direction. */ 679 /* direction. */
796#define RANDO2 112 /* constantly move in a different random direction */ 680#define RANDO2 112 /* constantly move in a different random direction */
797#define PACEV 128 /* The Monster will pace back and forth until attacked */ 681#define PACEV 128 /* The Monster will pace back and forth until attacked */
798 /* this is VERTICAL movement */ 682 /* this is VERTICAL movement */
799#define PACEV2 144 /* the monster will pace as above but the length of the */ 683#define PACEV2 144 /* the monster will pace as above but the length of the */
800 /* pace area is longer and the monster stops before */ 684 /* pace area is longer and the monster stops before */
801 /* changing directions */ 685 /* changing directions */
802 /* this is VERTICAL movement */ 686 /* this is VERTICAL movement */
803#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 687#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
804#define HI4 240 688#define HI4 240
805 689
806/*
807 * Use of the state-variable in player objects:
808 */
809
810#define ST_PLAYING 0
811#define ST_PLAY_AGAIN 1
812#define ST_ROLL_STAT 2
813#define ST_CHANGE_CLASS 3
814#define ST_CONFIRM_QUIT 4
815#define ST_CONFIGURE 5
816#define ST_GET_NAME 6
817#define ST_GET_PASSWORD 7
818#define ST_CONFIRM_PASSWORD 8
819#define ST_GET_PARTY_PASSWORD 10
820
821#define BLANK_FACE_NAME "blank.111" 690#define BLANK_FACE_NAME "blank.x11"
822#define EMPTY_FACE_NAME "empty.111" 691#define EMPTY_FACE_NAME "empty.x11"
823#define DARK_FACE1_NAME "dark1.111"
824#define DARK_FACE2_NAME "dark2.111"
825#define DARK_FACE3_NAME "dark3.111"
826#define SMOOTH_FACE_NAME "default_smoothed.111"
827 692
828/* 693/*
829 * Defines for the luck/random functions to make things more readable 694 * Defines for the luck/random functions to make things more readable
830 */ 695 */
831 696
832#define PREFER_HIGH 1 697#define PREFER_HIGH 1
833#define PREFER_LOW 0 698#define PREFER_LOW 0
834
835/* Simple function we use below to keep adding to the same string
836 * but also make sure we don't overwrite that string.
837 */
838static inline void
839safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
840{
841 if (*curlen == (maxlen - 1))
842 return;
843
844 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
845 dest[maxlen - 1] = 0;
846 *curlen += strlen (orig);
847
848 if (*curlen > (maxlen - 1))
849 *curlen = maxlen - 1;
850}
851
852
853/* The SAFE versions of these call the safe_strcat function above.
854 * Ideally, all functions should use the SAFE functions, but they
855 * require some extra support in the calling function to remain as
856 * efficient.
857 */
858#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
859 if(variable) { \
860 int i,j=0; \
861 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
862 for(i=0; i<NROFATTACKS; i++) \
863 if(variable & (1<<i)) { \
864 if (j) \
865 safe_strcat(retbuf,", ", len, maxlen); \
866 else \
867 j = 1; \
868 safe_strcat(retbuf, attacks[i], len, maxlen); \
869 } \
870 safe_strcat(retbuf,")",len,maxlen); \
871 }
872
873
874/* separated this from the common/item.c file. b.t. Dec 1995 */
875
876#define DESCRIBE_ABILITY(retbuf, variable, name) \
877 if(variable) { \
878 int i,j=0; \
879 strcat(retbuf,"(" name ": "); \
880 for(i=0; i<NROFATTACKS; i++) \
881 if(variable & (1<<i)) { \
882 if (j) \
883 strcat(retbuf,", "); \
884 else \
885 j = 1; \
886 strcat(retbuf, attacks[i]); \
887 } \
888 strcat(retbuf,")"); \
889 }
890
891
892#define DESCRIBE_PATH(retbuf, variable, name) \
893 if(variable) { \
894 int i,j=0; \
895 strcat(retbuf,"(" name ": "); \
896 for(i=0; i<NRSPELLPATHS; i++) \
897 if(variable & (1<<i)) { \
898 if (j) \
899 strcat(retbuf,", "); \
900 else \
901 j = 1; \
902 strcat(retbuf, spellpathnames[i]); \
903 } \
904 strcat(retbuf,")"); \
905 }
906
907
908#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
909 if(variable) { \
910 int i,j=0; \
911 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
912 for(i=0; i<NRSPELLPATHS; i++) \
913 if(variable & (1<<i)) { \
914 if (j) \
915 safe_strcat(retbuf,", ", len, maxlen); \
916 else \
917 j = 1; \
918 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
919 } \
920 safe_strcat(retbuf,")", len, maxlen); \
921 }
922 699
923/* Flags for apply_special() */ 700/* Flags for apply_special() */
924enum apply_flag 701enum apply_flag
925{ 702{
926 /* Basic flags, always use one of these */ 703 /* Basic flags/mode, always use one of these */
927 AP_NULL = 0, 704 AP_TOGGLE = 0,
928 AP_APPLY = 1, 705 AP_APPLY = 0x01,
929 AP_UNAPPLY = 2, 706 AP_UNAPPLY = 0x02,
930 707 AP_MODE = 0x03,
931 AP_BASIC_FLAGS = 15,
932 708
933 /* Optional flags, for bitwise or with a basic flag */ 709 /* Optional flags, for bitwise or with a basic flag */
934 AP_NO_MERGE = 16, 710 AP_NO_MERGE = 0x10,
935 AP_IGNORE_CURSE = 32, 711 AP_IGNORE_CURSE = 0x20,
936 AP_PRINT = 64 /* Print what to do, don't actually do it */ 712 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
937 /* Note this is supported in all the functions */ 713 AP_NO_SLOT = 0x80, // do not update the combat/ranged/current slots
938}; 714};
939 715
940/* Bitmask values for 'can_apply_object()' return values. 716/* Bitmask values for 'can_apply_object()' return values.
941 * the CAN_APPLY_ prefix is to just note what function the 717 * the CAN_APPLY_ prefix is to just note what function the
942 * are returned from. 718 * are returned from.
961 * this one can be applied. Think of rings - human is wearing two 737 * this one can be applied. Think of rings - human is wearing two
962 * rings and tries to apply one - there are two possible rings he 738 * rings and tries to apply one - there are two possible rings he
963 * could remove. 739 * could remove.
964 * 740 *
965 */ 741 */
966#define CAN_APPLY_NEVER 0x1 742#define CAN_APPLY_NEVER 0x01
967#define CAN_APPLY_RESTRICTION 0x2 743#define CAN_APPLY_RESTRICTION 0x02
968#define CAN_APPLY_NOT_MASK 0xf 744#define CAN_APPLY_NOT_MASK 0x0f
745
969#define CAN_APPLY_UNAPPLY 0x10 746#define CAN_APPLY_UNAPPLY 0x10
970#define CAN_APPLY_UNAPPLY_MULT 0x20 747#define CAN_APPLY_UNAPPLY_MULT 0x20
971#define CAN_APPLY_UNAPPLY_CHOICE 0x40 748#define CAN_APPLY_UNAPPLY_CHOICE 0x40
972 749
973/* Cut off point of when an object is put on the active list or not */ 750// Cut off point of when an object is put on the active list or not
751// we use 2**-n because that can be represented exactly
752// also make sure that this is a float, not double, constant
753#define MIN_ACTIVE_SPEED (1.f / 65536.f)
754
755/* have mercy on players and guarantee a somewhat higher speed */
974#define MIN_ACTIVE_SPEED 0.00001 756#define MIN_PLAYER_SPEED 0.04f
975
976/*
977 * random() is much better than rand(). If you have random(), use it instead.
978 * You shouldn't need to change any of this
979 *
980 * 0.93.3: It looks like linux has random (previously, it was set below
981 * to use rand). Perhaps old version of linux lack rand? IF you run into
982 * problems, add || defined(__linux__) the #if immediately below.
983 *
984 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
985 * here.
986 */
987
988#define RANDOM() random()
989#define SRANDOM(xyz) srandom(xyz)
990
991/* Returns the weight of the given object. Note: it does not take the number of
992 * items (nrof) into account.
993 */
994#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)
995
996
997/* Code fastening defines
998 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
999 * buf__ and increment buf__ position so it will point to the end of buf__.
1000 * the '\0' caracter will not be put at end of buf__.
1001 * use preparefastcat and finishfastcat on buf__ to prepare
1002 * and clean up the string. (Lots faster than doing each time...)
1003 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
1004 * keep in mind FAST_STRNCAT is faster since length of second argument is
1005 * kown in advance.
1006 */
1007
1008#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
1009#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
1010#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
1011#define FINISH_FASTCAT(buf__) buf__[0]='\0';
1012
1013 /* You may uncomment following define to check sanity of code.
1014 * But use as debug only (loses all speed gained by those macros)
1015 */
1016
1017/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\
1018 if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/
1019
1020
1021
1022
1023
1024
1025 757
1026/* 758/*
1027 * Warning! 759 * Warning!
1028 * If you add message types here, don't forget 760 * If you add message types here, don't forget
1029 * to keep the client up to date too! 761 * to keep the client up to date too!
1030 */ 762 */
1031
1032 763
1033/* message types */ 764/* message types */
1034#define MSG_TYPE_BOOK 1 765#define MSG_TYPE_BOOK 1
1035#define MSG_TYPE_CARD 2 766#define MSG_TYPE_CARD 2
1036#define MSG_TYPE_PAPER 3 767#define MSG_TYPE_PAPER 3
1115 846
1116/* admin messages */ 847/* admin messages */
1117#define MSG_TYPE_ADMIN_RULES 1 848#define MSG_TYPE_ADMIN_RULES 1
1118#define MSG_TYPE_ADMIN_NEWS 2 849#define MSG_TYPE_ADMIN_NEWS 2
1119 850
851/**
852 * Maximum distance a player may hear a sound from.
853 * This is only used for client/server sound and say. If the sound source
854 * on the map is farther away than this, we don't sent it to the client.
855 */
856#define MAX_SOUND_DISTANCE 16
857
858#define LOG_CHANNEL "log" // the plain and ugly standard server log
859#define INFO_CHANNEL "info" // lower_left box
860#define SAY_CHANNEL "say"
861#define CHAT_CHANNEL "chat"
862#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
863
864/* The following are the color flags passed to new_draw_info.
865 *
866 * We also set up some control flags
867 *
868 * NDI = New Draw Info
869 */
870
871/* Color specifications - note these match the order in xutil.c */
872/* Note 2: Black, the default color, is 0. Thus, it does not need to
873 * be implicitly specified.
874 */
875#define NDI_BLACK 0
876#define NDI_WHITE 1
877#define NDI_NAVY 2
878#define NDI_RED 3
879#define NDI_ORANGE 4
880#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
881#define NDI_DK_ORANGE 6 /* DarkOrange2 */
882#define NDI_GREEN 7 /* SeaGreen */
883#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
884 /* Than seagreen - also background color */
885#define NDI_GREY 9
886#define NDI_BROWN 10 /* Sienna */
887#define NDI_GOLD 11
888#define NDI_TAN 12 /* Khaki */
889
890#define NDI_MAX_COLOR 12 /* Last value in */
891#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
892 /* using an int anyways, so we have the space */
893 /* to still do all the flags */
894
895#define NDI_REPLY 0x20 // is a direct reply to a user command
896#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
897#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
898#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
899
900#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
901#define NDI_ALL 0x2000 /* Inform all players of this message */
902#define NDI_DEF 0x4000 // ignore colour for channel protocol
903#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim
904
1120#endif /* DEFINE_H */ 905#endif /* DEFINE_H */
1121 906

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